i heard a rumour that Microsoft was working on a direct X compute implementation which included yet another implementation of physics. Is this likely to be a pipe dream or could it be a reality?
That's not exactly true. The D3DX helper functions are useful functions that use the D3D API.Microsoft doesn't provide implementations of anything via DirectX. They provide programming interfaces to access hardware functionality.
its physx
So out of 200 games that use PhysX, 81 of them are crap. The others simply use it because it comes with UE3. I see some decent titles there but I still think Nvidia's strategy of leaving other GPUs out will backfire in the future. It's Glide all over again.
It's not: PhysX works on all brands of PC's and consoles. Glide did not. But PhysX has the additional bonus that it also sometimes works even faster on the GPU of a significant percentage of the users.So out of 200 games that use PhysX, 81 of them are crap. The others simply use it because it comes with UE3. I see some decent titles there but I still think Nvidia's strategy of leaving other GPUs out will backfire in the future. It's Glide all over again.
...PhysX has the additional bonus that it also sometimes works even faster on the GPU...
Only commenting on the underlined part: you can't make that statement. In theory, they could all have opted for PhysX even if it hadn't come with the engine. We can't quantify how many would not so it's pointless to argue this.
It's not: PhysX works on all brands of PC's and consoles. Glide did not. But PhysX has the additional bonus that it also sometimes works even faster on the GPU of a significant percentage of the users.
AFAIK Havok still doesn't have that bonus.
If your requirements are such that PhysX CPU is sufficient for your needs, why would you pay more and live with the no-GPU limitation of Havok?
It's not: PhysX works on all brands of PC's and consoles. Glide did not. But PhysX has the additional bonus that it also sometimes works even faster on the GPU of a significant percentage of the users.
This is debatable. PhysX may work without a GPU but if it drops the fps to single digits, is it relevant? You could run GLQuake in software afterall, if you could stomach framerates measured in seconds per frame.
ANYWAY, the point of the thread was PhysX and no OpenCL support (for now). What do you think this means? Downfall of OpenCL? Downfall of PhysX? Does this influence ATI in anyway (speed up/slow down their OpenCL implementation)?
PhysX does what every other package does AND it can scale up to run on GPUs too.
It baffles me how this additional functionality could be spun as a negative thing.
It doesn't mean anything really considering there is no competition. PhysX's lack of OpenCL support isn't a disadvantage in a world where no OpenCL implementation exists.
In my experience PhysX brings a colossal performance drop when running on the CPU while other physics middle-ware do not for similarly looking games. We can argue features versus performance but like my previous examples allude to: extra features at the expense of playable framerate aren't features worth having.
Right, so it means something. Go on...