- Joined
- Feb 6, 2006
- Messages
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Lord Cecil said:Not to be rude, but almost no one here, including both the 14 year old OP and myself, know much of anything on this matter. I'm here to point out that a current gpu can not replace the cpu for physics. A ppu is not involved in my argument.
By the OP's logic a gpu can already do physics and can already do physics better than the cpu. Thus it makes no logical sense as to why there isn't a single game on the market that uses the gpu for physics. Clearly, something is missing from the logical equation.
The something would be called engineering. CPUs are general purpose number crunchers for general purposes while GPUs are for a very specific purpose. The difference here is that cpus are made to account for branching. Lots and lots of branching. This is something physics requires a lot of with dozens of if statements run per object on those 30,000 boxes. Luckily the cpu is designed for such things and can handle this quite well.
GPUs on the otherhand don't really consider branching. Graphics doesn't need it. You setup some initial matrix transformations, turn on some shaders, and then churn through thousands of polygons and vertices without a single conditional statement.
Thus the statement "If a CPU can do physics, then it can do graphics." is false and entire argument falls apart.
Good day.
PPU's don't need much branching. the program (CPU run) tell the PPU that X object(s) just interacted with Y object(s) in a Z fashion. Then the PPU goes to work figuring out how that interaction will affect its environment, and how subsequent interactions will further affect their environments.


