Heres a question, physx is multthreaded on the consoles how does it perform there
From my understanding it does quite well, altho with reduced affects. Shame the same devs who port the games to PC don't keep that threadedness in place for multi-core setups.
1.Given the entire gamut of options available, this possibility isn't going to make up for an order of magnitude's worth of difference -- not by a long shot.
2. And rather than being a facetious ass about it, why are you so up-in-arms against utilization of quad cores? Every time this topic comes up, you get ridiculously snarky about the whole thing. A quick browse of your posting history suggests that NV is going to have a hard time doing wrong in your eyes; are your glasses really so green-tinted that you can't accept any better solutions?
1. How would you know that? I sure dont, but I do know that Steam doesn't count system with more than 1 card if those card are cores. IE G92 and a G94 in one box. That isn't concidered SLi or XFire. And before Nvidia killed PhysX thru drivers, many a people were retiring there old NV cards to PhysX duty with there ATI cards, some stayed with it and used the hack. Many Nvidia users do this aswell
2. I'm not being an ass. simply pointing out the weakness of your arguement of using multi-core setups for physics duties. Even in game where PhysX is not the physics engine of choice, the game devs are only coding for the use of a single core, if you lucky partial use of a second. This surely isn't Nvidias fault. Hell even PhysX is multi core friendly, but for some reason when the game Dev ports a game from the PS3 or 360 to PC, that threading it used on the console stops being used. Not all PhysX enabled games require the use of a GPU. But the way you act, this is all some evil doing of Nvidia when the fact remains, its not them, its the Devs who truely seem to not be bothered to make use of the power available to the end user. Red Faction, BF:BC2 are 2 I can atest to being physics users but yet dont fully utilize the CPU and sadly the physics in the game shows this as it all looks preprogrammed crap. Its as if they have the physics coded so that after X amount of damage, enact this to x,y,z. Sure it looks good the first few times, but after awhile I get sick of seeing the same rendering over and over again regaurdless of what was used to make it happen. The point of physics is to bring a sence of realism to the game. But if all the dev does is preprogram a rendered scene and applies it to everything, it isn't very real and IMHO a great waste of time and coding effort as its half assed.
And I dont wear super green tinted glasses. Its just thus far, the best physics I've seen on games has been GPU based and the only solution going for that right now is PhysX. Hell I'd love to see OCL GPU based physics, but Nvidia isn't going to push that as that isn't their baby even if they are supporting it. Thats ATI thing and quite franly, they aint shown shit in terms of actually wanting to develop that for use in GPUs and I believe it is because Nvidia also supports it more than they do. But yet they will cry foul everytime a game Dev uses GPU based PhysX in its game.
ATI either shut the hell up or step up and get OCL GPU based physics moving, you've been dragging your damn feet on it long enough. Time to put up or shut up.
There is a reason why Spawn the comic book writen by Todd McFarlane doesn't carry the CCC tags, his firm belief is that if you can draw a man sitting on a toilet taking a shit, drinking a beer and reading the sports page(incase anyone is wondering, drawing anything remotely close to this in a comic that carries the CCC tag gets the publisher a big fat fucking fine), do it, dont fucking half ass it as it will end up looking like shit. The same rule should apply to game Devs when they are coding physics into their games.