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Thread: Nfs shift uses hardware acceleration !!!

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  1. #11
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    Quote Originally Posted by Hell Hound View Post
    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


    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.


    Dude,

    In your latest posts, it is clearly demonstrated, that you have no idea what a physic's library is (ie: PhysX/Physics) when related to gaming..!


    Games don't have real physical objects, so when making 3d games, how objects react to one another has always been left up to the developer. Sometimes they get their calculation right, sometimes, things seems "off", or not simulated well. (ie: characters dieing animation in a game)

    That is where a set of software libraries, that run a separate sub-routine (if you will), that uses KNOWN physical attributes. So that when objects, applied using such a lib, behave correctly without intervention from the game developer..

    Understand?


    Now.. that^ is not the same as having a physical object (spring on a car) that has known dynamics. Which would never need to use a "specialized library" (physx) to compute the spring weight & rate while it compresses, because the environmental dynamics are already known. The Developer would just use mathematics & arrive with the same answer, without all the complexity.

    Additionally, it is only when the desires effect is needed on a myriad of different objects variables... that you may need to make use of such "specialized library". That is when physx/physics is a better choice, because it can then be applied to every instance of that object, without the need to program it, it will function on it own, within the confines of whatever parameters it is given.

    Hooking stable objects into a real time physical emulator would be a waste of processing power & utterly pointless. (ie: idiotic)


    Ironically, many forum members here have reminded you numerous times that you have no clue, matter -of-fact I don't think I can find anyone that does agree with you on any of this.....




    BTW, there is no such thing as software physics, everything is done on hardware. Whether it CPU, GPU, or dedicated PPU.. get your terminology right!
    Last edited by Xoulz; 05-24-2010 at 03:47 PM.

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