| zakhal |
December 11th, 2008 10:34 |
Quote:
Originally Posted by Turok
(Post 1060923804)
Pff i prefer phisics on cpu because i always have 2 or 1 cpu doing nothing when i play, imagine when 6 core and 8 core come. Yea i know video cards do better work but for what?? some stupid little shiny bum bum effects run a little better than in cpu?? gimme a break, waste of time and money buying a psu and a motherboard plus 2 or more video cards for little effects, and by the way, in what games?? in pc there is almost no games releases, everything is on consoles and pc are just getting bad ports…
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You can do it with software (CPU) but its very slow. Hardware (GPU) is way faster for calculating physics than software (CPU): http://www.guru3d.com/article/physx-by-nvidia-review/5 => up to 430% faster with dedicated phyx card vs cpu doing the physics.
Also you dont need two cards. You just need one nvidia card - even old will do (if you have two then its just faster even).
The good thing about it is that when you buy a new graphics card you can freely reuse the old one as a powerful physics card! Pretty neat imho.
You can download physx demos and games from here:
http://www.nvidia.com/content/graphi…s/download.asp
Quote:
Warmonger
Included in the PhysX pack that NVIDIA will release is the full game, Warmonger.
Seriously, the minute you even start the tutorial and have PhysX enabled, debris everywhere, a nice moving cloths, instant difference. Now this version really is tailored for showing of PhysX though. It isn't that much of a game, but pimping PhysX is what it is all about with this release, that's for sure. It's still really cool to see and explore all the effects and you get to blow up though.
When we disabled PhysX in Warmonger, we left the effects enabled, and they are now calculated over the CPU. It's incredible how much CPU overhead that takes. Now, normally your FPS would be much higher as physics stuff is disabled, but I figured it's a nice example of how well Physics can be done over a GPU. It's just much more efficient.
This title is included for free in the PhysX pack, again … If you have a GeForce series 8 or newer card, check it out as it won't cost you a thing to try out.
http://www.guru3d.com/article/physx-by-nvidia-review/5
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Here is what the phyx offers:
Quote:
Complex rigid body object physics system
The rigid body dynamics component enables you to simulate objects with a high degree of realism. It makes use of physics concepts such as reference frames, position, velocity, acceleration, momentum, forces, rotational motion, energy, friction, impulse, collisions, constraints, and so on in order to give you a construction kit with which you can build many types of mechanical devices.
* Collision primitives (sphere, box, capsule, plane, heightfield, convex shape, triangular mesh)
* Various joints types (spherical, revolute, prismatic, cylinders, fixed, distance, pulley, 6DOF)
* Advanced ragdoll, with joints, creation and editing
* Materials and friction model in support of surface collision behavior
* Continuous Collision Detection support for fast moving objects
* Raycast, sweep, trigger, and overlap test collision detection
* Collision groups + Collision Filtering – enable/disable collision detection
* One-way interactions (Body ‘X’ can effect body ‘Y’ but not vice-versa)
* Contact report allowing developers to trigger both alternate actions when specific objects interact or modify behavior of various contacts
NVIDIA PhysX Advanced character controls
Advanced character control
Character Controllers is mainly used for third-person or first-person player control that does not make use of rigidbody physics.
* Auto-stepping feature
* Walkable parts
* Character Controllers are provided in source code so developers can tailor behavior to match differing needs
NVIDIA PhysX Raycast and Articulated Vehicle Dynamics
Ray-cast and articulated vehicle dynamics
NVIDIA PhysX SDK has fully capabilities to simulate real-life vehicles.
* Raycast Cars – single rigid body
* Spherical Wheel shapes – sophisticated tire friction model
* Joint-based suspension – complex steering & suspension geometries
* Lightweight simulation
Multi-threaded/Multi-platform/PPU Enabled
NVIDIA PhysX SDK is optimized for single and multi-core PC, Xbox 360, Playstation®3 and the PhysX Accelerator
* Available now for PhysX-Ready GeForce Processors
* Support for AGEIA PhysX Accelerator
* Fine-grain multithreading control
* Asynchronous Stepping support
* Performance Profiler Support (AgPerfMon)
* PS3 and Xbox 360 Optimizations
NVIDIA PhysX volumetric fluid simulation
Volumetric fluid creation and simulation
Fluids allow the simulation of liquids and gases using a particle system and emitters.
* SPH (Smoothed Particle Hydrodynamics) or simple (without interparticle forces) simulation mode
* Possibility for the user to control the simulation of each individual fluid particle
* One-way and Two-way interaction with rigid bodies/cloth/softbodies
* Permits simulation of explosions and debris effects
NVIDIA PhysX cloth simulation
Cloth and clothing authoring and playback
The cloth feature of the NVIDIA PhysX SDK allows for simulation of items made from cloth, such as flags, clothing, etc.
* Cloth Attachments
* Self-collision support
* Cloth tearing and Cloth pressure (simulation of balloons or other soft deformable objects)
* Metal Cloth mode support to simulate deformation like dents in barrels, car bodies, or metal doors
Soft Bodies
Soft Bodies
The soft body feature of the NVIDIA PhysX SDK allows the simulation of volumetric deformable objects. It can also be used for items that are not usually thought of as classical soft bodies, such as plants or multiple layers of cloth.
* Soft Bodies Attachments (fixed joints/shapes)
* NVIDIA PhysX Viewer for easy soft body creation
* Soft Bodies Self-collision and damping support
NVIDIA PhysX volumetric force field
Volumetric Force Field Simulation
Force fields are SDK objects akin to actors, which affect cloth, soft bodies, fluid and rigid bodies that enter their area of influence. Force fields allow you to implement for example gusts of wind, dust devils, vacuum cleaners or anti-gravity zones.
* Various Force Fields shapes (sphere, capsule, box, convex mesh)
* Force Functions to control both amount and direction of force
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