FordGT90Concept
"I go fast!1!11!1!"
- Joined
- Oct 13, 2008
- Messages
- 26,259 (4.44/day)
- Location
- IA, USA
System Name | BY-2021 |
---|---|
Processor | AMD Ryzen 7 5800X (65w eco profile) |
Motherboard | MSI B550 Gaming Plus |
Cooling | Scythe Mugen (rev 5) |
Memory | 2 x Kingston HyperX DDR4-3200 32 GiB |
Video Card(s) | AMD Radeon RX 7900 XT |
Storage | Samsung 980 Pro, Seagate Exos X20 TB 7200 RPM |
Display(s) | Nixeus NX-EDG274K (3840x2160@144 DP) + Samsung SyncMaster 906BW (1440x900@60 HDMI-DVI) |
Case | Coolermaster HAF 932 w/ USB 3.0 5.25" bay + USB 3.2 (A+C) 3.5" bay |
Audio Device(s) | Realtek ALC1150, Micca OriGen+ |
Power Supply | Enermax Platimax 850w |
Mouse | Nixeus REVEL-X |
Keyboard | Tesoro Excalibur |
Software | Windows 10 Home 64-bit |
Benchmark Scores | Faster than the tortoise; slower than the hare. |
If NVIDIA did open source it so AMD and Intel can GPU accelerate it, then GameWorks can be used for important things in games like destroying buildings instead of just cosmetic things like shattering glass, liter flying around, fancy hair/fur, and realistic capes. Because GameWorks wasn't vendor agnostic, developers could only use it for visuals.What this means in a nutshell, we won't see games performing better with current PhysX, they'll just cram more objects into games and we'll see ZERO gains while also not really seeing any visual improvement either. What difference does it make between 100 and 200 shards of shattered glass? Visually, not much. But calculation wise, you're taxing it twice as much. The times of 4 shards of glass vs 20 are long gone. When numbers are this high, you don't have to go stupid on it just because you can, you should leave the gain for players to enjoy in terms pof higher framerate. But sily me always thinking backwards by removing polygons instead of adding them with tessellation and wanting PhysX to perform better while looking the same instead of just cramming gazillion of everything to make it more real than reality. Ugh...