The problem is PhisX in NVIDIA only for accelleration and their CPU fallback is slow as #*$&.
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NVIDIA Adds PhysX GPU Acceleration Support Under Linux
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Originally posted by birdie View PostWow, the most useless vendor lock-in has arrived to Linux where there are exactly zero games using it.
NVIDIA should have opensourced and licensed it to everyone, including AMD, but their greed killed this promising project.
Kids, ignore ^ this troll.
Borderlands 2, metro LL
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Originally posted by Master5000 View PostWhy doesn't amd support physX?
AMD don't support physx because it's a bad company.
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Originally posted by Espionage724 View PostI thought games could be forced-enabled to use GPU PhysX, either via NVIDIA's control panel, or by editing one of the ini files for the game? Chivalry: Medieval Warfare is one that I can name that was like that.
Apparently Chivalry: Medieval Warfare uses unreal engine and has options to use hardware PhysX so it's possible with that game although the game does not advertise it.
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Originally posted by ua=42 View PostThe problem is PhisX in NVIDIA only for accelleration and their CPU fallback is slow as #*$&.
Newer physx sdk:s supports sse and multithreading by default so if cpu fall back is slow nowadays and physics aren't threaded correctly I would blame more lazy game-dev that does not know how to use sdk correctly. And of course there are physic effects, which just are more suited for gpu(needs greater parallel computation than you can get with today's cpus).
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Originally posted by emblemparade View PostGreat news! I'm keeping my fingers crossed for 3D Vision support in Linux!
Those who would give up Essential Liberty to purchase a little Temporary Safety,deserve neither Liberty nor Safety.
Ben Franklin 1755
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Physx was based on x87 code. Catalyst was patched by someone and it ran Physx just fine. Then NV updated Physx not allowing the workaround.
NV is the only one to blame for Physx not working on AMD hardware. It should be canned in favor of havok, or another open source project.
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Originally posted by tuke81 View PostAfaik that was a big problem few years back. It was mainly due old cpu code in physX which was made by ageia(x87 no multithreading).
Newer physx sdk:s supports sse and multithreading by default so if cpu fall back is slow nowadays and physics aren't threaded correctly I would blame more lazy game-dev that does not know how to use sdk correctly. And of course there are physic effects, which just are more suited for gpu(needs greater parallel computation than you can get with today's cpus).
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