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just like the physic's card before it, the technology will either be swallowed up and put into the GPU or into directX (or some other software layer).
Except the physics chip has not been swallowed up.
The GPUs can so far only do much simpler physics and it's far too slow in software.
Exactly.
With GPU's (currently) it's a one direction modification (a shader program doing it) so CPU can't find what changes in scene were made by that physics algorithm and game logic can't interact with results of physics interaction, making it just a nice vertex-morphing GFX effect about which game engine doesn't know much about.
OTOH physx device returns changed data to CPU so it can ,for example, make a bullet hole in a flag which suddely waved in opposite direction (with wind effect dynamics completely simulated by physx) and intersected a bullet trajectory. Not yet possible if you want to offload that job to GPU (either round trips are required, or more game/engine logic should be moved onto GPU) and such dynamics can be much slower on basic CPU's, so physx fills that niche.




Member since:
2006-07-25
just like the physic's card before it, the technology will either be swallowed up and put into the GPU or into directX (or some other software layer).
Thats not to say that the technology is boring, as modern games are becoming very complex and certain features are now becoming a standard with games without them being frowned upon. For example any modern FPS without Rag doll physic's is seen as missing a large important feature.