blackened23
Diamond Member
- Jul 26, 2011
- 8,548
- 2
- 0
Why would GPU-PhysX via OpenCL not be possible on a console?
The next-generation consoles are using a form of physx which is merely for the simulation of actual in game physics. The neat graphical effects which you can find in games like Borderlands 2 and what not will not be present, as those require GPU acceleration to be *usable* (note the keyword here) and it will not be usable.
Keep in mind there are two forms of physx. One is merely an actual physics engine which assists games in collision detection and stuff of that nature - there is no GPU accleration involved here. There are many games using this form of physx. One example off the top of my head is Dragon Age: Origins. It used physx for the actual physics engine and collision detection, but there were obviously no GPU effects - DA: Origins used physx on the PC and all console versions of the game.
Then there is GPU accelerated physx, which realistically needs a CUDA nvidia GPU to be usable. Some games have allowed these effects to be CPU bound, but in every case it isn't usable due to horrible performance. Obviously, the next generation consoles will not have a CUDA GPU installed and will only be using the former phsyx method.
There will be no GPU or CPU bound physx on the next generation consoles; it will only be used as a collision detection or actual physics engine for games. Keep in mind that there are PS3 and Xbox 360 games using this implementation as well - this is nothing new. It isn't earth shattering news that the next-gen consoles support this form of physx, practically everything on the planet can run this type of physx, including most smart phone chips.
Last edited: