i am under the impression that this is more about drivers for phyics engines on vidya cards.coldalarm said:So AMD are getting annoyed because no one's using their physics software (which I've never heard of) and everyone's using Havok or PhysX, both of which are heavy hitters in physics software for games. nVidia owned or not, PhysX has been around a while now (I remember the PPU coming out) and as such it has brand recognition. nVidia are just playing to its strengths, so what if they're doing deals? If those deals are 100% legal then there's no problem, IMHO. Are they also going to complain about a lot of games having nVidia on the box too?
AMD have made some damn good GPUs since their "reboot" with the 2x00 series, especially the 3xx0 series. They should get their physics standard out there, yes, but I don't think they really have much to complain about right now.
pretty sure it makes it a lot easier to run things that have LOTS of ploygons bouncing around.phoenix352 said:does the Nvidia PhysX thing also implements stuff like gravity and such?
because i never seen any use of the physX option besides adding gusts of wind and weather effects o.0
Im the same...Its something I am sure will make them money but from what I have played it only makes minor improvementsDarkSaber said:PhysX is a complete and utter "What's the point" thing. It barely makes a difference to anything I've played.
no. havok is a good physics engine, but it is pretty buggy and doesent really offer much actual physics. most games that have used havok successfully have actually had the engine almost completly rewritten. valve in fact rewrote the entire thing similar to what they did with the quake engine for the original half-life.AceDiamond said:Am I the only one who thinks Havok isn't all its cracked up to be? Maybe it's because my computer has 4GB of RAM and a Dual-Core processor but still chokes on a lot of high-intensity physics shenanigans in games (not badly mind you but enough to be noticeable, especially in things like Gmod)
Course maybe I'm just doing something wrong with the way I configure things
not really. modern processors dont have the capabilities to perform cloth and liquid physics, not even the core i7s. its going to be a long time before processors are able to catch up to what is possible on a gpu performing the calculations, even if you use all 8 threads of a core i7 the best your going to get is deformable environments.Undead_David said:IN all honesty which ever one learns to use multi-core processors for physics is going to win easily.
I'm glad someone could elaborate on this, especially because I thought that hardware based physics were, in theory, the better idea (as in having a GPU on the card handle it) since it would take pressure off your CPU in terms of processing it.ratix2 said:no. havok is a good physics engine, but it is pretty buggy and doesent really offer much actual physics. most games that have used havok successfully have actually had the engine almost completly rewritten. valve in fact rewrote the entire thing similar to what they did with the quake engine for the original half-life.AceDiamond said:Am I the only one who thinks Havok isn't all its cracked up to be? Maybe it's because my computer has 4GB of RAM and a Dual-Core processor but still chokes on a lot of high-intensity physics shenanigans in games (not badly mind you but enough to be noticeable, especially in things like Gmod)
Course maybe I'm just doing something wrong with the way I configure things
physx on the other hand, while not the best, is still a good physics engine. its one of the most realistic engines with more features than most others (its one of the only ones to fully support cloth and liquid physics, among other things. the only problem with it is that its kind of hardware intensive.
not really. modern processors dont have the capabilities to perform cloth and liquid physics, not even the core i7s. its going to be a long time before processors are able to catch up to what is possible on a gpu performing the calculations, even if you use all 8 threads of a core i7 the best your going to get is deformable environments.Undead_David said:IN all honesty which ever one learns to use multi-core processors for physics is going to win easily.
The saddest thing is that almost everyone has been led to believe, and will harshly defend the notion that Source=Havok, despite the overwhelming differences between the two.Katana314 said:I LOVE it when people make this huge misconception again and again.HG131 said:Source is always the best with physics. That is because Source uses Havok. Havok>Any other physics engine.
Technically, you are correct. Valve downloaded the Havok library and used that code in their game. It is also worth noting that they practically STRIPPED OUT about 90% of that library and rewrote it.
It is not hard to compare Source to the 100s of other games using Havok (Doom 3, OBLIVION, Just Cause 1 and 2) and see that they're not the same physics. Source's is more precise, faster, and used for more forms of movement. Just check out Garry's Mod.
Actually the physx cards (before nvidia bought them out) was just a processor that handled only physics in games which freed up the processor and video card to do other things allowing for more complex effects. The only real difference from a gpu and cpu is that a cpu does free point calculations to create its images while a cpu does linear information such as physics and AI. since they moved physics to graphics cards you have to turn your graphics way down inorder to play at reasonable framerates unless you have more than one card to process the effects. For a comparison look at the early Alan Wake demos that were designed to show waht can happen when you use multi-core processor to split the effects up. the game was designed to use three processors just for the game, one for data onscreen, data coming on screen, and than one for physics. The only limitation that keeps those effects from being relayed to other cores on pc is that you pretty much have to wait for microsoft to include it in their next directx library or for someone to invent it for pc but again that means learning and mastering quads which hasnt even been mastered beyond load spreading, except for GTAIV since it did so on the 360ratix2 said:no. havok is a good physics engine, but it is pretty buggy and doesent really offer much actual physics. most games that have used havok successfully have actually had the engine almost completly rewritten. valve in fact rewrote the entire thing similar to what they did with the quake engine for the original half-life.AceDiamond said:Am I the only one who thinks Havok isn't all its cracked up to be? Maybe it's because my computer has 4GB of RAM and a Dual-Core processor but still chokes on a lot of high-intensity physics shenanigans in games (not badly mind you but enough to be noticeable, especially in things like Gmod)
Course maybe I'm just doing something wrong with the way I configure things
physx on the other hand, while not the best, is still a good physics engine. its one of the most realistic engines with more features than most others (its one of the only ones to fully support cloth and liquid physics, among other things. the only problem with it is that its kind of hardware intensive.
not really. modern processors dont have the capabilities to perform cloth and liquid physics, not even the core i7s. its going to be a long time before processors are able to catch up to what is possible on a gpu performing the calculations, even if you use all 8 threads of a core i7 the best your going to get is deformable environments.Undead_David said:IN all honesty which ever one learns to use multi-core processors for physics is going to win easily.