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NVIDIA PhysX team member Pierre Terdiman has taken to his blog to set the record straight on a variety of “weird, confused” comments that have circulated after the RTX announcement regarding the middleware SDK and ray tracing in general. These include the notion that “nobody uses PhysX,” “PhysX is crippled,” “developers only use PhysX because NVIDIA pays them,” “ray tracing is the new PhysX,” and “ray tracing is a gimmick until it’s supported by consoles.”
PhysX is the default physics engine in both Unity and Unreal, which means it is used in tons of games, on a lot of different platforms (PC, Xbox, PS4, Switch, mobile phones, you name it). “PhysX” is not just the GPU effects you once saw in Borderlands. It has also always been a regular CPU-based physics engine (similar to Bullet or Havok). When your character does not fall through the ground in Fortnite, it’s PhysX. When you shoot a bullet in PayDay 2, it’s PhysX. Ragdolls? Vehicles? AI? PhysX does all that in a lot of games. It is used everywhere, and it is not going away.
PhysX is the default physics engine in both Unity and Unreal, which means it is used in tons of games, on a lot of different platforms (PC, Xbox, PS4, Switch, mobile phones, you name it). “PhysX” is not just the GPU effects you once saw in Borderlands. It has also always been a regular CPU-based physics engine (similar to Bullet or Havok). When your character does not fall through the ground in Fortnite, it’s PhysX. When you shoot a bullet in PayDay 2, it’s PhysX. Ragdolls? Vehicles? AI? PhysX does all that in a lot of games. It is used everywhere, and it is not going away.