The commercial license for PhysX isn't free if you're going to be using it for GPU accelerated effects.
NVidia is definitely positioning Flex for the game engine market. It's supposed to be introduced in PhysX 3.4. From their website:
I'm betting that Unity 5 and Unreal Engine 4 will have it integrated into the engines as an update.
Source
E3 2014 Trailer
I can write GPU accelerated effects in DirectCompute. I don't need PhysX for that. NVIDIA should focus on real use case, and not just graphics effects, because Havok is really expensive, so there is a market for PhysX.
I can write GPU accelerated effects in DirectCompute. I don't need PhysX for that. NVIDIA should focus on real use case, and not just graphics effects, because Havok is really expensive, so there is a market for PhysX.
I'm sure they'll be able to do it.Good luck for them. But don't expect much. The problem with complex physics solvers is how to integrate it to the core gameplay simulation. You have to design the game fully for the physics solver, but there is a huge chance that won't work.
I recall another E3 trailer of a recent game...
Even today, I have never seen a single game with software physics of any sort rival the simulation of GPU accelerated physics in performance or quality when it comes to cloth simulation.
If these effects can be done in DirectCompute, why aren't game companies doing so? I mean, why even bother with PhysX, which is vendor locked when you can just use DirectCompute and satisfy all of your customers?
And while I agree that advancements in gameplay physics would be nice, the graphical effects are also great as well. In fact, the graphical effects are often more strenuous than the gameplay physics, so it makes sense to run them on the GPU and not the CPU.
Just look at cloth physics for example. I remember when Ageia first came out with their PPU card years ago, and they released a really cool demo called Cell Factor. In the demo there was a single flag that was being simulated by the PPU card with good performance, and it was fully interactive and destructible.
In software mode however, the performance tanked because even the most powerful CPUs at that time (AMD FX dual cores) were incapable of handling it.. Now some of that could be due to inefficient coding, but I'm sure a lot of it was just because the CPUs just weren't powerful enough.
Even today, I have never seen a single game with software physics of any sort rival the simulation of GPU accelerated physics in performance or quality when it comes to cloth simulation.
Yawn. Wake us up when PhysX is something more than 100% graphical fluff.
You should just stay asleep until HBAO, SMAA, TressFx, and HDR are also more than just graphical fluff because having more realistic and detailed effects apparently is not your cup of tea.
Yawn. Wake us up when PhysX is something more than 100% graphical fluff.
The PPU was a DSP, so it was ideal to accelerate it, but in NVIDIA PhysX all released games use CPU-based rigid body solver.
Even today I've never seen a single PhysX game that allows the player to dig arbitrary tunnels like Red Faction 1 was doing back in 2001 on a Pentium 2 @ 400 MHz.Even today, I have never seen a single game with software physics of any sort rival the simulation of GPU accelerated physics in performance or quality when it comes to cloth simulation.
Even today I've never seen a single PhysX game that allows the player to dig arbitrary tunnels like Red Faction 1 was doing back in 2001 on a Pentium 2 @ 400 MHz.
I think Kerbal Space Program uses PhysX for non-graphical purposes. It isn't GPU accelerated though.
Cloth physics is not really good for GPUs. Havok has a cloth version which is CPU-based and it can run much faster than the GPU-based option.
The GPU can do it as well, but developers are reluctant to do so given that it is vendor locked. Look at the Hawken, which offers full scale destruction.A destructible environment needs a very special rigid body solver. The PPU was a DSP, so it was ideal to accelerate it, but in NVIDIA PhysX all released games use CPU-based rigid body solver.
I feel as though Havok places too much of a premium on speed, and not enough on accuracy or authenticity.Well it depends on coding. Havok's destruction module is extremely fast. You can see it in Battlefied 4.
I actually have this game, but I had no idea it even had cloth physics. I uninstalled it after a few hours of playing it, as it wasn't a very good game and it took up a ton of space..Play with the Star Wars: The Force Unleashed games. You will be impressed.
Even today I've never seen a single PhysX game that allows the player to dig arbitrary tunnels like Red Faction 1 was doing back in 2001 on a Pentium 2 @ 400 MHz.
I like the Physx effects, but the performance hit is too high. It like running software T&L back in the ati rage days. I thought when you have dedicated hardware, there should be little to no hit in performance.
You can't get something for nothing. For some reason, many people believe that you should be able to have sophisticated physics effects which use tens of thousands of individual particles for practically no cost in performance..
Yet, they accept the fact that running higher levels of AA or ambient occlusion etcetera will lead to a performance hit![]()