"I go fast!1!11!1!"
- Oct 13, 2008
- 25,821 (6.16/day)
- IA, USA
|Processor||Intel Core i7-6700K (4 x 4.00 GHz) w/ HT and Turbo on|
|Motherboard||MSI Z170A GAMING M7|
|Memory||2 x Kingston HyperX DDR4-2133 8 GiB|
|Video Card(s)||Sapphire Radeon RX 5500 XT Pulse 8 GiB|
|Storage||Crucial MX300 275 GB, Seagate Exos X12 TB 7200 RPM|
|Display(s)||Samsung SyncMaster T240 24" LCD (1920x1200 HDMI) + Samsung SyncMaster 906BW 19" LCD (1440x900 VGA)|
|Case||Coolermaster HAF 932 w/ USB 3.0 5.25" bay|
|Audio Device(s)||Realtek ALC1150, Micca OriGen+|
|Power Supply||Enermax Platimax 850w|
|Mouse||SteelSeries Sensei RAW|
|Software||Windows 10 Pro 64-bit|
|Benchmark Scores||Faster than the tortoise; slower than the hare.|
It's been two and a half years since. That's why I'm not really optimistic anymore. If it was going to happen, it should have been release a year ago at the latest.Direct Physics was trademarked by Microsoft after the Havok buyout from Intel. I don't know if anything became of it afterwards.
As you might recall, Microsoft bought HAVOK from Intel back in 2015, promising to "add Havok's IP to its existing tools and platforms, including DirectX 12, Visual Studio, and Azure." Well, it would seem we are seeing the fruits of that particular seeding, with Microsoft having trademarked...www.techpowerup.com
No, it was to have lots of dynamic objects in a scene simultaneously. Each object adds computational overhead and when you collide lots of them together in a series, it creates exponentially more computational work because every action has a reaction. CPUs can handle quite a bit but go multiples beyond that, you need the parallelism GPUs afford...The point of real time rendering pf physx was to bring a more realistic approach to the movement of objects. If you move a ball with your hand, that's real time rendering. That was essentially the idea behind the concept in the first place if I recall.
Now general compute cores are being replaced by hardware tensor cores which are even better at solving complex physics operations than compute cores are...
But it comes back to the same old problem: there isn't much demand for complex physics by game developers.