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Thread: Nfs shift uses hardware acceleration !!!

  1. #101
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    Is it hard to post about the thread topic.
    Last edited by Hell Hound; 05-24-2010 at 05:35 PM.



  2. #102
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    Quote Originally Posted by Hell Hound View Post
    You can not say that track surface isn't a surface that objects react to.

    The PhysX api has Soft Bodies, Self-collision and damping support



    This is how we got to damping acceleration.
    I don't understand why you keep posting "Soft Bodies, Self-collision and damping support" and this pic over and over again. It's just to illustrate a concept.

    Like Xoulz said and I said before him using other words, your train of thought leads one to understand that you believe things are very simple, like the object on a 3D scene is really an object, or you just insert "tyre" and "surface" in some dev tool and voilá, it's done.

    No matter what anybody says here you're already dead set against any information contrary to what you believe. Again, I only ask you to read this thread. It's long but not very complicated. I wish you could read those old threads in the old days of RSC before it went down the drain. Doug Arnao, Renato Simioni, Aris Vasilakos and many others when they're simply modders discussing tyre physics, variations on Pacejka formula, individual suspension modeling... that was brain melting.
    Last edited by Caparroz; 05-24-2010 at 06:04 PM.
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  3. #103
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    Thread topic still is about PhysX hardware acceleration in nfs shift.I def will read that thread though.



  4. #104
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    Quote Originally Posted by Hell Hound View Post
    You can not say that track surface isn't a surface that objects react to.

    The PhysX api has Soft Bodies, Self-collision and damping support
    Key word: support.

    If the programmer doesn't explicitly tell the API to use soft bodies/damping/etc, it won't. The API doesn't just suddenly start using soft bodies in place of rigid bodies just because it's being rendered on the GPU. The API sends back to the program the same calculated values regardless of being rendered on the GPU or CPU. If the programmer wants different/better effects for the GPU then they have to program another codepath that tells the API to use those features.

    The program handles the scene. The PhysX API is used to update the position of all the objects and the forces acting on them in the scene - and it sends the data back to the program. The program then uses that data to draw the next frame, calculate force feedback, play sounds, etc.

    A rigid body has certain properties. If the API simply started converting some objects to soft bodies just because it is running on the GPU instead of the CPU, then chaos would reign. The API has no idea that this round doughnut thing (the tire) is a soft body while these other things (the wheel, car body, interior of driver's head, etc) are rigid bodies unless the programmer tells it as much. If the programmer coded everything to use a certain set of physical properties and the API starts calculating interactions based on different properties, then you can imagine how unstable/unpredictable the program would be.

    Considering that you were only able to get hardware acceleration working with hacked drivers, it is doubtful that the programmers of Shift included a special GPU/PPU codepath for soft bodies, damping, etc if they never intended it to run on the GPU/PPU.

  5. #105
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    Trolling thread closed, good job Hell Hound.

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