Only the CPU version since the 3.4 release and the CUDA-based kernels are essentially still closed source. Many games with PhysX integration use older versions than that ...Wasn't PhysX made open source in 2018?
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Only the CPU version since the 3.4 release and the CUDA-based kernels are essentially still closed source. Many games with PhysX integration use older versions than that ...Wasn't PhysX made open source in 2018?
PSSR has a very limited shelf life. Sony has one more Playstation before it becomes unfeasible to produce them.I think that at some point PSSR and FSR 4 will become almost the same thing, but Sony will still be calling it PSSR. It will just be Sony's implementation for playstation platforms. And that's not a bad thing, the only way that AMD and Sony can remain competitive is by collaborating.
0:00:00 Introduction
0:01:04 News 1: GTA 5 slated for PC upgrade
0:15:32 News 2: Microsoft announces game generating AI
0:32:49 News 3: Cyberpunk 2 job listing suggests ultra realistic crowds
0:44:53 News 4: 5070 Ti launches to price hikes and scalping
1:06:35 News 5: Nvidia deprecates 32-bit PhysX on 50 series GPUs
1:19:16 Supporter Q1: Couldn’t frame extrapolation solve input lag for PC games?
1:24:20 Supporter Q2: Why are so many people underwhelmed with current-gen graphics?
1:36:32 Supporter Q3: If Microsoft is giving up on console market share, where does Sony’s primary competition come from in the future?
1:42:45 Supporter Q4: With FSR 4 delivering good results, why should Sony continue to develop PSSR?
1:47:53 Supporter Q5: How can we prevent digital licensing issues when PSN is offline?
Alex goes off on the Physx 32 bit boondogle:
On a PS6, with project Amethyst and all of that, UDNA and the next console will probably have similar hardware to accelerate AI. On PS5 Pro PSSR will remain custom.No ?
Current PSSR implementation relies on an entirely custom set of 44 3x3 convolution shader instructions and if Sony wants to impose a full BC requirement for next generation then there's potentially less room for evolution compared to the possibly more opaque black box nature FSR4 is looking up to be ?
Sony isn't abandoning Playstation any time soon. It would be like Apple not producing iPhones because it can't innovate much anymore. It's their biggest product, they will try selling it until nobody wants it and they have to give up.PSSR has a very limited shelf life. Sony has one more Playstation before it becomes unfeasible to produce them.
Huh, the press release says "gpu accelerated".CPU version, which is junk. GPU PhysX is proprietary and locked up.
Though, I guess the PhysX code could be open source but rely on closed source CUDA dependencies. I guess that makes sense why AMD and Intel never released a PhysX driver.Free, Open-Source, GPU-Accelerated
PhysX will now be the only free, open-source physics solution that takes advantage of GPU acceleration and can handle large virtual environments. It will be available as open source starting Monday, Dec. 3, under the simple BSD-3 license. PhysX solves some serious challenges.
Though, I guess the PhysX code could be open source but rely on closed source CUDA dependencies. I guess that makes sense why AMD and Intel never released a PhysX driver.
It's not just that. PhysX just wasn't very successful. It wasn't implemented by many games back then.
The main problem with PhysX (or any other "GPU accelerated physics engine") is that in many situation you still need to access those data on the CPU side. If all you need to do is to show something without much interactions, such as fireworks made of particles, or the waves of a water surface, of course it's good. However, in most cases you need to be able to interacts with the aftermath of these effects, such as a wall falling down or somthing. So you need to have CPU able to access the results of these calculations. Back then data transfer between CPU and GPU was slow. Furthermore, games need to be able to support devices with no GPU acceleration, so they end up only doing physics effects with little or no interactions to avoid players without such GPU with potentially different gameplay.
Actually no, there were lots of interactive water simulations, fluid simulations, interactive rigid body simulations, cloth simulations, interactive smoke and fog, interactive force fields, particles, debris .. these things caused frame pacing issues when spawned in high numbers because they involved the CPU.Hence all the PhysX showcases were just bouncing sparks and gusting leaves.![]()
Yep and the idea was that GPU PhysX is a deadend and 8/12/16 core CPUs would unlock scalable interactive physics. That hasn’t happened. Maybe there’s still not enough CPU horsepower to drive particle simulation. Surely there are enough free threads to run a decent cloth sim on the CPU though.
It's like they understood the assignment to improve it from the beta:
900p with FSR1 in performance mode...
Now well you say PCs have excess CPU resources but how many developers are going to chose develop entire subsystems for a small segment of PC users (bear in mind not all PC users have those high amount of cores)?
Now you say some developers have done the above but have they without IHV assistance (however you want to term it)? However the PC IHV with the most (by far) resources to assist developers also doesn't make a CPU. The other issue is that true a CPU system would be CPU hardware agnostic (at least way more so than GPU), so even if a CPU IHV made one it doesn't necessarily sell more of their CPUs.
2080 still doesn't get 60 FPS even at low and DLSS Performance@1080p. This performs vastly better than equivalent PC specs. Probably the worst optimized PC port of all time, where does all the performance go?
900p with FSR1 in performance mode...
That would surprise me, unless there are obvious CPU issues like with DD2. That or VRAM requirements are very high.2080 still doesn't get 60 FPS even at low and DLSS Performance@1080p. This performs vastly better than equivalent PC specs. Probably the worst optimized PC port of all time, where does all the performance go?
I wouldn’t expect games to roll fully custom cloth physics just for high end PCs. Cloth simulations are inherently scalable though. Why not just scale up the mesh resolution and update rate and use lower settings for consoles?
Yep would be a great advertisement for many core CPUs. Too bad Intel and AMD aren’t interested.
Was there any uplift on consoles between beta and release? If so maybe the the pc version will also benefit. I know I saw people on all platforms during the beta talking about how poorly it ran and looks.2080 still doesn't get 60 FPS even at low and DLSS Performance@1080p. This performs vastly better than equivalent PC specs. Probably the worst optimized PC port of all time, where does all the performance go?
The beta had lows of 35 fps on PS5 while looking so bad that I believed that it was running at 720p (there was a visual bug making it worse that it should have).Was there any uplift on consoles between beta and release? If so maybe the the pc version will also benefit. I know I saw people on all platforms during the beta talking about how poorly it ran and looks.