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PhysX SDK Support Comes Back To Linux
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Originally posted by blackiwid View PostSay what you want, you got no representive Site thats shows that most Linuxers (not only geeks) use Nvidia GPUs, and even if you take that smolt-results. There are only 0.7% users in this statistik who uses Nvidia GPUs, there are 0.9% that use Intel or AMD solutions, so if you ignore the other stuff Nvidia has less than 50% market share. (from this share there are surely also a few nviddia igps or older cards that also dont support physix.
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Also you can look at the steam hardware survey as well. This does represent gamers of course, but that is exactly what Physx is for now isn't it so the stats are somewhat relative. Of all that hardware a vast majority of those Nvidia cards support linux. Lets face it, even in linux people do not go out an buy a intel IGP for gaming.
http://store.steampowered.com/hwsurvey/
Physx isn't used for openssl, it isn't used for websurfing, it isn't used for email, etc etc. It's used for gaming, therefore you have to look at the hardware that gamers use. Target product for a target audience.
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The problem with physics on a graphics card is two-fold:
a) the graphics card must also do graphics (funny that)
b) it's really only useful for eye-candy. Actual physics that affect the game summer from a performance bottleneck with reading results back from the graphics card. This was one reason that games would often run slower when "hardware accelerated" physics was enabled (this was when ageia owned it).
Bullet and Havok are more than capable of being used instead of PhysX - naturally I'd recommend Bullet due to its open source nature.
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Originally posted by mirv View PostThe problem with physics on a graphics card is two-fold:
a) the graphics card must also do graphics (funny that)
b) it's really only useful for eye-candy. Actual physics that affect the game summer from a performance bottleneck with reading results back from the graphics card. This was one reason that games would often run slower when "hardware accelerated" physics was enabled (this was when ageia owned it).
Bullet and Havok are more than capable of being used instead of PhysX - naturally I'd recommend Bullet due to its open source nature.
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Originally posted by yogi_berra View PostCare to point out an existing software physics solution that works just as well (Cloth, explosions, etc.)?
http://www.havok.com/index.php?page=havok-cloth
http://www.youtube.com/watch?v=daZoXzBGea0
And, AFAIK, Havok has no GPU-accelerated version.
Bullet Physics:
http://bulletphysics.org/wordpress/
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Originally posted by deanjo View PostOne thing you have to remember though as a scene gets more complex with multiple effects you do quickly start running out of threads on a CPU. The developers of Trials HD for example spent many many many hours tweaking trying to get acceptable performance on the Xbox 360 using Bulllet just to get acceptable game play out of the 360's 6 threads. A good point to see where even Bullet slows down is when using it with one of the many 3d rendering apps out there. It does bog a system down quite handily.
The open physics initiative should hopefully improve Bullet's standing. It will be interesting to see where that goes.
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Originally posted by blackshard View PostHavok?
http://www.havok.com/index.php?page=havok-cloth
http://www.youtube.com/watch?v=daZoXzBGea0
And, AFAIK, Havok has no GPU-accelerated version.
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Originally posted by deanjo View Post
http://en.wikipedia.org/wiki/Havok_%28software%29
Originally posted by deanjo View PostSee my above comment about bullet. Bottom line is the more complex the scene gets the faster you approach the CPU's limitations.
Back to PhysX and for all PhysX aficionados, it is proved that use no more than 1 cpu/core (bad) and use no SIMDs at all (very bad):
http://www.realworldtech.com/page.cf...0510142143&p=4
The most prominent reason is to let nvidia graphics card shine against full software mode.
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