Is the 750a a good board? the CPU doesn't matter, correct, just the chipset?
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Is the 750a a good board? the CPU doesn't matter, correct, just the chipset?
I'm sorry but Crysis physics is shit.
I believe Nvidia is making all the right moves. They work closer with game developers than AMD via their TWIMTBP campaign. More and more games are using nvidia PhysX. What I see as a good move is that nvidia is allowing you to throw PhysX in the mix without using a dedicated card thus making SLi and nvidia products an even better value. They aren't forcing a dedicated card down your throat like Ageia was. If they can continue to penetrate the market with PhysX then I can see it being the future but that is far away as it's not catching on fast enough. Time will tell. I'll just say that it looks more promising that Havok does.
One thing people seem to forget when they're whining about CPU PhysX is that nVidia inherited an old, crufty codebase dating back at least two companies (Ageia didn't write it first). You don't have to be a developer to realize what mess this means, including a lack of SSE-usage and proper multi-threading. A while ago nVidia's own PhysX developers admitted that it's a crufty codebase and that they're currently rewriting it. This should be the next major release of PhysX and herald a major boost for CPU PhysX.
Disclaimer: my company uses PhysX in our game engine![]()
I didn't know this. That's good to know, I'm sure you can't reveal what company and what game but thanx for the info.
I'm sorry but Crysis physics is shit. The trees jiggle in an unrealistic predetermined fashion, buildings break apart into predefined chunks and there's nothing dynamic about fluid flows, mists, smokes, etc. The only cool things about crysis physics is some (but not all) of the trees have progressive damage, and the way when you fire a rocket past trees they bend in the wake of the rocket. I've seen videos of people using boxes and barrels and tornados to simulate some pretty cool effects in Crysis, but they all also run at terrible framerates (far below playable).
BFBC2 is a step better in the destruction department, but has completely stationary foilage and destruction is more progressive but still predefined and rubble just vanishes.
I haven't seen a game that uses CPU physics in any sort of impressive way, nothing beyond simple rigid body physics and simplistic destruction.
agreed
Yes, because DirectX doesn't run on the 360, and it is having SUCH HUGE trouble getting widely adopted.I'm sick of all these proprietary APIs - DirectX, PhysX etc... If you want full adoption of you tech, make it open and able to be run on multiple platforms without someone having to hack or reverse engineer it.
Yes, because DirectX doesn't run on the 360, and it is having SUCH HUGE trouble getting widely adopted.![]()
Technically the XBox 360 uses a DirectX-inspired API, without any direct relation to DirectX. So that means DirectX is in fact totally alone on x86, Windows platforms.
Technically yes, and technically the X in Xbox stands for X in DirectX, but close enough.![]()
So what does the X stand for, then? I'd say the marketing department of MSFT just likes the letter 'X'![]()
One thing people seem to forget when they're whining about CPU PhysX is that nVidia inherited an old, crufty codebase dating back at least two companies (Ageia didn't write it first). You don't have to be a developer to realize what mess this means, including a lack of SSE-usage and proper multi-threading. A while ago nVidia's own PhysX developers admitted that it's a crufty codebase and that they're currently rewriting it. This should be the next major release of PhysX and herald a major boost for CPU PhysX.
Disclaimer: my company uses PhysX in our game engine![]()
Didn't Intel admit that the old GTX2xx series cards were around 14x faster than the Core I7 series at this kind of funciton?
Well, DirectX is the combination of several APIs such as DirectDraw, Direct3D, DirectSound, etc. The X being a variable for draw, 3d, sound etc. The X in the Original Xbox was intended to reflect it using DirectX technology. The APIs for the Xbox continued to use the X name in the form Xinput, etc.
So is some ways, they do just like the letter X![]()
Yes, exactly. This is exactly what multithreaded friendly problems are, a series of parallel tasks that have no interaction on each other.Of course, then the ironic thing is that they took out DirectDraw, DirectSound and others, leaving basically just Direct3D
More on topic, GPU acceleration is really only possible if you have a very parallel task, with large data sets and very little to no interaction between threads.
Only if you need to solve a hybrid problem. If you need some serial tasks, and then a parallel task and repeat. If you simply have parallel tasks, then there's no need to touch the PCI-E bus and you can have some very high speed just using GPU hardware.Physics processing would be a lot more feasible for smaller simulations if the huge PCI-e latency were to be removed, something like AMD proposes with Bulldozer.
Don't confuse theoretical and best case numbers with what you can actually get out of the card under a real workload.
Only if you need to solve a hybrid problem. If you need some serial tasks, and then a parallel task and repeat. If you simply have parallel tasks, then there's no need to touch the PCI-E bus and you can have some very high speed just using GPU hardware.
Only if you need to solve a hybrid problem. If you need some serial tasks, and then a parallel task and repeat. If you simply have parallel tasks, then there's no need to touch the PCI-E bus and you can have some very high speed just using GPU hardware.
Those numbers go as high as 1000x if you listen to NVIDIA. I'm pretty certain that Intel used the worst case scenario to come up with 14x.
I think that the GPU is better at handling physics than the CPU, besides since we are talking about video games, the video card seems the best place to be handling this. It's a shame other video card companies are unable to provide such a feature.
This may be why Intel does not want to bring Havok to the GPU. So at least for the foreseeable future it's PhysX or nothing.
GPUs have this whole warp thing (as CUDA calls it), with a single kernel (execution core/process) performing the same procedure on a block of data. With the Fermi architecture it's possible to run more than one kernel simultaneously. Branching is far less painful with Fermi as well. There's always the bottleneck of VRAM (global memory) being so hideously slow (copying data to/from) compared to the local RAM and the registers. And then there is the PCIe bus, of course, which has all the elegance of a cliff face disguised as a speed bump.
I still wish we'd get the option of more dual-socket mainboards, which would allow us to have one CPU and one GPU core on the same board, linked together with a HT link, akin to how the Opteron architecture allows for separate co-processors for Java execution and such in another socket. It'd blow any Tesla card or rack unit connected with PCIe out of the water. And GPU physics would be awesome this way.
One can dream, right?![]()
GPUs have this whole warp thing (as CUDA calls it), with a single kernel (execution core/process) performing the same procedure on a block of data. With the Fermi architecture it's possible to run more than one kernel simultaneously. Branching is far less painful with Fermi as well. There's always the bottleneck of VRAM (global memory) being so hideously slow (copying data to/from) compared to the local RAM and the registers. And then there is the PCIe bus, of course, which has all the elegance of a cliff face disguised as a speed bump.
One thing people seem to forget when they're whining about CPU PhysX is that nVidia inherited an old, crufty codebase dating back at least two companies (Ageia didn't write it first). You don't have to be a developer to realize what mess this means, including a lack of SSE-usage and proper multi-threading.
rofl, when PhysX first hit the scene back in 2006 even the little demos in the PhysX control panel were capable of maxing out all 4 cores on a Quad-core machine. The showcase game they released, Cellfactor, also effortlessly used up to 4 cores when using CPU PhysX.
In fact, PhysX continued to be very good at utilizing all available CPU resources until shortly after Nvidia bought them, where it all of a sudden became commonplace for PhysX to not use more than one CPU core. I'm sure that's just a coincidence though.![]()
rofl, when PhysX first hit the scene back in 2006 even the little demos in the PhysX control panel were capable of maxing out all 4 cores on a Quad-core machine. The showcase game they released, Cellfactor, also effortlessly used up to 4 cores when using CPU PhysX.
In fact, PhysX continued to be very good at utilizing all available CPU resources until shortly after Nvidia bought them, where it all of a sudden became commonplace for PhysX to not use more than one CPU core. I'm sure that's just a coincidence though.![]()
Well the future isn't far off, integrated GPU on the chip should make an interesting computational unit which would be ideal for physics etc. Wont be far off that all CPUs will be integrated with only the needy buying an additional graphics card.
You probably are thinking that hey no one is going to be satisfied with the performance of an integrated unit, but I disagree. Most game developers these days release materials on the console as a primary target, this means that the content and effects are limited to the HW in the current consoles (unless they want to spend a lot of money making a specific PC version which they don't) so until the next gen consoles will be here we wont see a huge trend to high end graphics cards (and not even then I daresay).
Im a bit biased since I really want AMDs fuzion to kickoff, both on the PC (face it intel with an integrated GPU has been and always will be a joke) and on the serverfarms (who would say no to a GPU processing unit in the same formfactor as the CPU).
/Q
Not to mention Bullet has been updated for Direct Compute & OpenCL.
Limited acceleration only (cloth, no particle or soft body). It should also be noted that OpenCL support in AMD drivers is still quite iffy and thus GPU Bullet will work best on an nVidia card. Direct Compute is a cute idea, but who is going to use DC when it's Windows-only? It makes much more sense to just stick to one framework.
I do believe the goal of DirectCompute is more for use in games (specifically, DirectX games). So far, I've only seen Microsoft, Nvidia, and AMD talk about DirectCompute in the context of games (at GDC and with real-time 3d graphics examples). I'm not familiar with DirectCompute, but I would assume MS has kind of integrated it partially with Direct3D, making the jump between GPGPU and 3D easier.
It always has, and continues to stagger me how fundamentally STUPID GPU based physics processing is.
For any 3D game since ever, a game's framerate will be primarily limited by the GPU, unless you have a tragically old CPU. Even today with modern multicore games I watch as my 4 cpu cores are barely utilised much above 50% each. And yet I cringe as my graphics card struggles to render frames. The fucking last thing I EVER want to do is add more load to the GPU! Physics should (and only should) be done on the CPU regardless of how parallel it apparently inherently is. I never ever want to sacrifice visual quality for the sake of physics especially if my CPU is being under-utilised.
Until physics in unilaterally and exclusively done on the CPU it will NEVER be fully intertwined with gameplay. Period! (note BF:BC2's CPU based destructable buildings).![]()
Elledan said:To claim that GPU physics is dead or dying is like saying that there's no future for floating point calculations back when FPUs still came as separate co-processors (387/487). Don't underestimate technological progress. Or the need among gamers for shiny things
To claim that GPU physics is dead or dying is like saying that there's no future for floating point calculations back when FPUs still came as separate co-processors (387/487). Don't underestimate technological progress. Or the need among gamers for shiny things![]()