I
highly doubt Nvidia spent 150 million dollars on PhysX just to artificially inflate a Futuremark score. That seems like an obviously poor business decision.
It would be an obviously poor business decision and as far as I can see you're the only one in this thread who suggested nvidia bought AGEIA
just to inflate 3dmark scores.
I don't think nVidia bought AGEIA for that reason alone. I can't see any post of mine that suggests something like that.
I don't understand where your conspiracy theories are coming from.
I laid out the timings for the acquisition -> 3dmark Vantage release -> first PhysX driver release -> G92b release -> futuremark invalidating GPU PhysX -> David Kanter's study -> PhysX 3 release with SSE+Multithreading
The dates of the events are accurate and you can check them out by yourself. Then you can take your own conclusions.
You're free to believe everything was just a happy coincidence for nvidia. You're free to believe nvidia purchased AGEIA in February but wasn't aware that PhysX would be used in Vantage ~2 months later, and call a
conspiracy theorist to anyone who thinks otherwise..
¯\_(ツ)_/¯
I don't have the game so I can't comment. DXR has a baseline to fall on compute if there is no hardware. In another thread, there is Xbox One X using DXR to raytrace. It has no hardware.
I don't know if nvidia would 'force' a user to own a 20xx series gpu to enable RT.
Source? Dice said they've optimized for Nvidia hardware since it's the only thing available but what exactly is a proprietary DXR path? Once AMD has a DXR driver are you suggesting developers will ignore it and explicitly look for Nvidia hardware - what evidence do you have to support that theory?
From all the content we've seen so far, I'm honestly convinced that Shadow of the Tomb Raider and Battlefield V will have the "nVidia RTX" toggle in the settings, which you can only activate if you have a Geforce RTX card.
If instead it has a "DXR" toggle, then I'm wrong.
I hope I'm wrong because I'd rather see raytracing flourish for the masses than for these games to have raytracing working only with nvidia hardware.
Shadow of the Tomb Raider releases tomorrow, so perhaps we'll see how the raytracing toggle works very soon.
Here's one of the PhysX coders giving the mundane, non-conspiratorial version of the story:
None of what is in my post, or in David Kanter's article, is invalidated by those statements.
The statement was never that nVidia went out of their way to sabotage the x86 performance of PhysX 2.x.
It's that nVidia focused
solely on using PhysX as a unique selling point for new cards, even to the detriment of their older cards. They didn't buy AGEIA so that all games could have cool real-time physics effects.
Proof of that is they didn't move a finger to make the software path usable until David Kanter called them out on the use of x87 instructions.
Now, my impression is that nvidia is doing the same for raytracing. They didn't team up with the dev studios to implement open DXR solutions, they're implementing RTX toggles that will only work with their latest RTX cards and nothing else.
One could argue that nowadays it's not even worth the hassle to implement a DXR GPGPU fallback for performance reasons, but 5 years from now said RTX toggles won't be enabled by Intel and AMD GPUs.
Again, I could be wrong but it's the impression I got from the presentations so far.
It's not something nVidia wouldn't do, and it probably wouldn't even reach the top 3 of
abuse of dominant position with devs (e.g. unnecessary levels of tessellation and geometry that brought no visual upgrade and killed performance on their own older cards).
A very similar thing they did in the past was Comanche 4, which wouldn't let DX8 pixel shaders work on anything but nvidia cards, and/or MSAA.