Recent content by Reticula

  1. Project Cars: CPU benchmarks (well threaded!)

    Such a controversy around Project Cars, like a good old Ageia/early NVIDIA times. Same "don't know what to blame - blame PhysX" stuff :) Happens all the times. Some project live, some project die. Deep Black, Shattered Horizon, PlanetSide 2, Warmachine Tactics, The Secret World are only few...
  2. Physx in Borderlands Pre-Sequel

    No, both BL2 / BL:TPS are using good old 2.8.4, just check .dlls in game folder.
  3. Changed opinion on hardware accelerated physics

    PhysX 2.0 probably (it was called NovodeX back then), but 2.8.x branches are not that bad. Last year, Pierre Terdiman did a very detailed CPU performance research on various engine features (rigid bodies, joints, raycasts, etc) with a number of engines engines - PhysX 2.8.4, PhysX 3.x and Bullet...
  4. Changed opinion on hardware accelerated physics

    Hi, SirPauly) Yeah, I remember that - and CPU execution was painfully slow. And you seem to overestimate it.. when we did some rough benchmarks on PhysX 2.8.3 vs PhysX 2.8.4 (compiled with SSE2) back in 2010, the performance gain was about 15 % I don't think "tons of sites" are a merit here...
  5. Changed opinion on hardware accelerated physics

    Well, what else would you expect ? Back then Mafia II has nice GPU cloth physics, but now, let's say Lords of the Fallen has much more impressive multi-layred cloth running through CPU PhysX even on consoles. The basic (software) level of both gameplay and effects physics is shifting, rising...
  6. Nvidia HairWorks in COD: Ghosts

    No, that was actually an early demo of same HairWorks tech for Witcher 3 http://www.youtube.com/watch?v=JMGPKlpaIxI
  7. Octodad on PS4 uses hardware PhysX?

    To accelerate physics interactions of what kind? There is no advanced cloth, or particles, or turbulence fields in Octodad, afaik. Typical requirement for a middleware. And the whole situation with GPU PhysX on consoles is, afaik - CPU only now, probably GPU accelerated someday later...
  8. Pure PsyX performance

    Good Morning. PhysX SDK is SSE enabled for like 3 years already. PhysX SDK 2.8.4 with SSE2 was released in 2010, and PhysX SDK 3.x are all using SSE by default. Yes.
  9. PhysX support for XBox One console

    smackababy How exactly is a console, using AMD hardware, receiving a proprietary nVidia technology obvious? It seems you are confusing GPU accelerated PhysX technology with PhysX SDK physics engine. First one is PC/NVIDIA exclusive, while second one is present (and widely used) on magnitude of...
  10. PhysX support for XBox One console

    More like obvious)
  11. Hawken, holy gpu physx!

    It was not, unfortunately. That video is a bogus, actual release of Cellfactor: Revolution has almost empty levels with a bunch of boxes laying in the corners (just compare actual level with one in the trailer). Physics was buggy, objects were jumping around and getting stuck in the floor. I was...
  12. Hawken, holy gpu physx!

    Lonyo Yeah but that's only a 32% to 340% increase in performance, which is nothing Actually, that performance gain was not from SSE. It was because CPU cloth solver was rewritten in PhysX SDK 2.8.4, giving it 2x-3x performance boost compared to SDK 2.8.3. And all of those test scenes are using...
  13. Hawken, holy gpu physx!

    SirPauly Sorry, was forced to take that down since YouTube has messed it up a little. Here is the right one :) http://www.youtube.com/watch?v=PAlC3VSN4Ks -------------- Sorry, Lonbjerg, I can't send private messages until I'll get 25 posts =) I haven't experienced any audio sync issues so far...
  14. NVIDIA, Epic add DX11 features to Unreal Engine 3

    Lonyo I have a pretty picture for that Pretty picture, but it is not exactly correct - you've missed some PPU PhysX games (Infernal, Stoked Rider), added some non GPU PhysX games (Watchmen, Breach), etc. To aid such disputes, we are planning to add section with statistical graphs, like in this...
  15. APEX physX? huh?

    APEX is physics effects toolbox, that is setting on top of PhysX SDK. It is consisting of several variations of physical content, like clothing, or destructible geometry (this is called - APEX Assets), DCC tools used to author this assets (APEX Modules) and other supplementary logic handling...
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