1Nocturnal101
Gawd
- Joined
- Jan 27, 2015
- Messages
- 520
PhysX is the physics engine in UE4. Like the entire physics engine. If you have ever played a UE4 engine game you are using PhysX.
PhysX is probably one of the more confusing technologies out there, because people don't understand the SDK, There is a huge difference in the ways it is utilized,
1) - PhysX GPU/CPU compute - Plugins that even Havok 2.0 uses and is practically a standard at this point Multiple Engines/Studios/and Publishers actively use it, Typically these use cases don't have the Green NVidia logo associated with them and its just labeled PhysX, However the SDK is being leveraged(just not accelerated).
2) - GPU PhysX Enhancement SDK - This is what people Tend to associate PhysX with, Gameworks titles and a giant NVidia symbol slapped on, and it does exactly what it states, enhancements and in most cases over exaggeration of PhysX, they tend to use the term "Accelerated PhysX on CUDA"
Either way people can't deny companies have always pushed the envelope and introduced new technologies and they have locked down the experience to their hardware, and until years go by and things become "Standard" they should be able to profit on those tech. portfolios to make their GPU look attractive to customers, AMD supposedly makes open-sourced improvements, they can label it as they choose but in some cases its far from the actual truth, "IF" NVidia and AMD used the same technologies as open sourced, there would be zero differences between each platform there are only so many ways to dice something and silicon does have limits as to what you can achieve in any given generation at a physical level, 7nm by far and the failure to push it out has caused problems for the industry as they relied more on Moore's law to provide a boost in performance, architecturally one could argue while different they are the same in many ways, as the principles in which a GPU works can only alter so much. 7nm Double and Triple pass "Printing"(for the sake of my sanity I'll use this term) will be used to save cost while UVL isn't ready yet, the main issue is due to the yields, the problem is performance gains won't be as great and efficient as they should be, AdoredTV did a Video explaining this.
DLSS will be used probably to a great degree in the industry near quality AA with a massive performance boost is what Enginemakers/Studios need to keep pushing the envelope further on what can be achieved.
Remember, and people never really get this, "Optimization" in the industry is a trash can word with multiple meanings depending on who you are in the industry...……
Engine Developers - Hardware/OS/API/Driver optimization deals with tuning the software to run efficiently and leverage the hardware...……
Gamers - Typically talk about the former mentioned
Game Studios - talk about tuning graphical fidelity, basically tune the game to run smoothly at a specific desired resolution and Frame Rate/Time, this is usually achieved by scaling back features like draw distance or reducing reflections..ect ect,
Publishers - typically talk about both or all in generic terms that you simply can't infer what they mean.
DLSS will allow Game developers more wiggle room to provide more advanced features in the future.