Lord_Exodia
Supreme [H]ardness
- Joined
- Sep 29, 2005
- Messages
- 7,008
Interesting news launched at E3. It seems nvidia has finished polishing it's version 3.0 PhysX complete re-write. And has officially launched it for end users and developers.
I thought this was a interesting article and wanted to share with you guys today. I found it at hardware canucks and I'm not sure if their links are still broken here but here is what It is to give credit where credit is due http://www.++++++++++++++++++++/news/video/e3-nvidia-releases-new-version-of-physx/
Here is a few bullet points from the article. I suggest you go read the short article even if the link doesn't work, simply go to the hardware canucks homepage and you should find it there under graphics card news from e3.
Again credit goes to Hardware Canucks and author Sam_Reynolds
I thought this was a interesting article and wanted to share with you guys today. I found it at hardware canucks and I'm not sure if their links are still broken here but here is what It is to give credit where credit is due http://www.++++++++++++++++++++/news/video/e3-nvidia-releases-new-version-of-physx/
Here is a few bullet points from the article. I suggest you go read the short article even if the link doesn't work, simply go to the hardware canucks homepage and you should find it there under graphics card news from e3.
- Larger Levels: Game levels are getting larger these days. That means they require more actors. In PhysX 3.0, developers can combine multiple actors into a single aggregate, which is managed as a single bounding-box entity in the broadphase stage of the collision pipeline. This reduces the computing load required to predict collisions between actors, and helps improve overall performance and memory efficiency of PhysX-3 relative to earlier versions.
- Streaming: PhysX 3.0 enables efficient streaming of asset data into a simulation through a new feature,binary in-place serialization, which allows quick and memory-efficient insertion of actors into a scene. In addition, out-of-scene actor creation, which allows actors to be created outside the scene and stored rather than being created and destroyed on demand, provides developers with better asset management while minimizing troublesome compute load spikes.
- More Effective Multithreading: The new Task Manager with managed thread pool allows games to take advantage of multi-core processors on all platforms, resulting in greatly increased performance and a much improved gaming experience.
- Flexible and Powerful Tools: In addition to a highly optimized physics runtime, NVIDIA is releasing improved tools for artists that have been tailored to work within the developers asset production pipeline. A new release of PhysX Visual Debugger allows superior performance profiling, detailed memory analysis and improved visualization of all PhysX content across all major platforms.
Again credit goes to Hardware Canucks and author Sam_Reynolds