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Thread: Nfs shift uses hardware acceleration !!!

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  1. #11
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    lol reading comprehension is bad here,I was talking about the possibilities of using terrain fidelity.Second physics is physics the way you use it is your choice,and yes the whole game is about physics its a driving game.Now what part of that is being accelerated by physx,not engine but collision and objects around the track and the handling.

    Quote from YodaStar @ nogripracing.com

    "Live HDVehicle trace enable" traces car handling or such and outputs it to a log file in the game folder.

    The "<prop name="Disable PhysX switching" type="Bool" />" is just the ID for the engine to understand the command. It just defines the type of value boolean, float etc.

    For the "<prop name="Disable PhysX switching" data="true" />" you could check for perfomance impact when colliding with cars or track objects. Disable vsync, set graphic settings to low aswell as resolution and check framerate with for example FRAPs.
    whether or not Need For Speed utilized the PPU, CPU or GPU is irrelevant to this discussion
    The thread is about hardware accelerated physx but people keep saying cpu cpu cpu

    It seems you don't know that its take computational power to game,many many calculation's,how is calculating not scientific.The more real or accurate the program the more computational power is needed.Dedicated hardware is made to do specific calculation to simulate a more real or accurate program.Who said damping calculations was depended upon physx that's stupid to even say that.I said PhysX supports damping calculation acceleration.I believe your understanding of what is being talked about is limited not trying to say anything wrong just saying that's all.



    The PhysX api can use hardware to more accurately accelerate the calculating of damping,when the steering wheel simulates data given it will be more accurate or real.




    Someone's Grand Prix Legends Core.ini file settings

    allow_force_feedback = 1 ; Use FF if device has it

    force_feedback_damping = 200.0 ; force feedback damping coefficient

    force_feedback_latency = 00.001 ; force feedback latency (secs)

    max_steering_torque = 250.0 ; steering torque in N*in giving max device force
    Last edited by Hell Hound; 05-24-2010 at 12:41 PM.



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