I like how they didn't say We don't use gpu accelerated physx, but rather physx on cpu with amd gpu takes only additional 10% of all physics engine computation time.
I call this a BS:
The MADNESS engine runs PhysX at only 50Hz
The MADNESS engine uses PhysX for collision detection and dynamic objects, which is a small part of the overall physics systems
• The physics threading does not interact with the rendering, it is a push system sending updated positional information to the render bridge at 600Hz
Why would it send the same data over and over again at steady frequency that is not tied to rendering frequency?
Also, they render objects in different places than the collision detection is calculated when fps is not exactly 50. That would end in a bad clipping and getting stuck in things.
Also, dynamic objects? Do they mean particles? Like in NFS shift that worked abysmal?
Project CARS does not use NVIDIA specific particle technology - the system we use is a modified version of the same technology we used on the Need for Speed : Shift and Shift Unleashed games, and was entirely developed in-house. The reason the performance drops when there are a lot of particles on screen is simply because processing a large number of particles is very expensive.
A few leafs seems not a large number, or is it? How many leafs does a leaf have?
The MADNESS engine runs PhysX at only 50Hz
So if lets say I have 100 FPS in this game, but physx is calculated at 50 times per second. How is my frame rendered. Does every other frame have no physx rendered - that would probably cause flickering.
Lets say I have Radeon card (doesn't really matter which as there is little to none scaling) and run this game at 25 FPS. My physx rendering is still at 50hz. Which means my every other frame is blank with only physx effects - I didn't noticed that. Maybe I should take a printscreen and have a closer look.
Dig deeply and greedily.