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Old May 7th, 2008   #46 (permalink)
runawayprisoner
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Join Date: Nov 2006
Location: Santa Cruz, CA
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Quote:
Originally Posted by cottonvibes View Post
like i said b4,
the coders will then have to learn nVidia's API for physics on their cards.
and then they'll have to learn ATI's as well...

or else their physics would only work on 1 brand of cards.
And who cares then? Either way, we still don't know for sure if there will be a DirectPhys in the next DirectX version. If there will be, that fixes your problem. All current graphics card manufacturers for the mainstream market still have to conform to DirectX standards. Even if they play the different API game, that just means... whoever has the easier and faster API wins. It also means you don't have to pay for an 8-core processor. Current quads are still going for $300, while their duals equivalence are $150 - 200. How much do you think an 8-core processor will be when it comes out? (And by the way, the estimated price tag scares me...)

Quote:
the main thing that takes up speed isn't the transaction between CPU to GPU, its really the transformation of physics operations for all the different particles.

for example.

you wish to move 1000 particles of dirt in an explosion.

you'll need some complex math to be preformed for every particle, so ur program will run an algorithm 1000 times to transform 1 pixel of dirt, to its next location on the screen.

it then saves those coordinates, and transfers them to the GPU to be drawn.
Transfering some GBs of data isn't going to be fast, either. Besides, a brute force physics processor with 128 physics units beats an 8-core processor any day.
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