FordGT90Concept
"I go fast!1!11!1!"
- Joined
- Oct 13, 2008
- Messages
- 26,259 (4.46/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. |
GPGPU physics isn't a memory problem, it's an API problem. There's really only two popular physics API: PhysX (which only GPGPUs on NVIDIA hardware) and Havok (never finished GPGPU implementation). There's no all-inclusive GPGPU API which means you're making costly code paths for specific hardware which is a practice that died out in the 1990s. Even if Microsoft debuts DirectPhysics (only GPGPU agnostic solution on the horizon), it won't see broad adaption because physics code made for Windows likely won't work on Mac OS X, Linux, nor PlayStation so 1990s comes calling again.
GPGPU physics just isn't worth the headaches for 99.98% of developers out there; it's a novelty and not a strong foundation for game design.
Oh, and CPU-GPU bandwidth definitely isn't a sticking point for it. All the CPU communicates is the inputs and the outputs: you're basically just throwing vectors back and forward for objects--trivial.
GPGPU physics just isn't worth the headaches for 99.98% of developers out there; it's a novelty and not a strong foundation for game design.
Oh, and CPU-GPU bandwidth definitely isn't a sticking point for it. All the CPU communicates is the inputs and the outputs: you're basically just throwing vectors back and forward for objects--trivial.