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Re: ODE vs. PhysX [Re: ventilator] #341312
09/14/10 14:52
09/14/10 14:52
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

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Tobias  Offline

Moderator

Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
It does not behave differently. I see no difference with the PhysX test demo on nVidia and ATI except for the frame rate.

PhysX games normally detect the Physx speed and then reduce the number of physics objects when the speed is slow. This is just the same as with graphics, you must also adapt the graphics quality to the speed of the target system. This does not mean that graphics acceleration is nonsense and should not be used.


Re: ODE vs. PhysX [Re: Tobias] #341313
09/14/10 15:01
09/14/10 15:01
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
http://www.ogre3d.org/forums/viewtopic.php?f=1&t=59408
Quote:
It would seem _tommo_ is correct, as i have yet to come across a single application whereby there was any performance increase when running a rigid body scene on the gpu.


...
there is a big difference between graphics and physics. graphics doesn't affect gameplay (at least not as much). for example... if you have to drive or run through a course of physics based obstacles or something, the game would be much easier on the cpu if there were 10 times less objects blocking your way. laugh

Re: ODE vs. PhysX [Re: ventilator] #341317
09/14/10 15:36
09/14/10 15:36
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

Moderator
Tobias  Offline

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Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Yes, thats certainly right. It would make sense not to remove important obstacles, but only remove unimportant eye candy objects when the physics is not hardware accelerated.

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