Batman Arkham City, no physics at all if you don't use physx ?

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Mistwalker

Senior member
Feb 9, 2007
343
0
71
12 posts in a row, what is wrong with you man.


I wonder how much less of a hit CPU PhysX would be if it actually used multiple cores. If using a single core drops you from 100+ down to 23 fps, you would probably get playable performance with quadcore support. Wonder if that's on Nvidia's "to-do" list.
 

Lonbjerg

Diamond Member
Dec 6, 2009
4,419
0
0
I hope so. If you know of an Internet Spaceship game where I can get long flowing dresses, please let me know. Because right now the NeX store selection is limited to form-fitting clothes and pencil skirts.

That thread is from before the walking in stations component even launched. I swear on my GTX 570 that there's not an iota of GPU acceleration to be found as it currently stands.


And mine uses GPU PhysX...alter your settings...and stop posting false information.
 

Lonbjerg

Diamond Member
Dec 6, 2009
4,419
0
0
12 posts in a row, what is wrong with you man.


I wonder how much less of a hit CPU PhysX would be if it actually used multiple cores. If using a single core drops you from 100+ down to 23 fps, you would probably get playable performance with quadcore support. Wonder if that's on Nvidia's "to-do" list.

No performance dosn't scale linear in physics...with 3 cores you would qucikly run into a bottleneck, where one thread (object) stalls while waiting for collision results from other threads...and with only 3 concurrent...most of the time is spendt waiting for other threads to complete.

and PhysX SDK 3.0 has build in multicore support by auto in the compiler, this is old news...and even mention in this thread.

I might be a good idea to actually read the thread before complaning about other posters.
 

ViRGE

Elite Member, Moderator Emeritus
Oct 9, 1999
31,516
167
106
And mine uses GPU PhysX...alter your settings...and stop posting false information.
Lon, I'm pretty sure at this point I could say the sky was blue and you'd disagree on principle. There is no GPU PhysX acceleration, which is in no way surprising since there's basically nothing to physically interact with on the current version of Incarna.

Edit: And I know you'll just disagree some more, so here are some screenshots with the PhysX Indicator in NVIDIA's drivers, just to prove my point:

http://pics.bbzzdd.com/users/ViRGE/PhysXIndicator.jpg
http://pics.bbzzdd.com/users/ViRGE/PhysXIndicator2.jpg
 
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Lonbjerg

Diamond Member
Dec 6, 2009
4,419
0
0
Lon, I'm pretty sure at this point I could say the sky was blue and you'd disagree on principle. There is no GPU PhysX acceleration, which is in no way surprising since there's basically nothing to physically interact with on the current version of Incarna.

Shifting the goalposts?

Start character creation..all clothes/hair run of the GPU...if your settings are correct.
Expect more ingame as Incarna progresses.

So once again...stop spreading false information.
(Third time you refuse to do so)
 

Mistwalker

Senior member
Feb 9, 2007
343
0
71
No performance dosn't scale linear in physics...with 3 cores you would qucikly run into a bottleneck, where one thread (object) stalls while waiting for collision results from other threads...and with only 3 concurrent...most of the time is spendt waiting for other threads to complete.

and PhysX SDK 3.0 has build in multicore support by auto in the compiler, this is old news...and even mention in this thread.

I might be a good idea to actually read the thread before complaning about other posters.
I'm aware performance doesn't scale linearly with core count, and that you need something even more parallel to see the greatest benefit--but referring to this post it's clear the multicore support (if it's even being used) is nothing significant, and I'm just wondering how much of a boost 4-8 full cores would be. Again, assuming it was optimized for such.
 

Grooveriding

Diamond Member
Dec 25, 2008
9,109
1,260
126
I am downloading this now.

First of all, 16GB ? Why so big. Hope this is not port bloat like GTA IV.

Going to check it out tomorrow, I know the graphics are nothing special, but maybe physx will have finally done something new or innovative in a game.

 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
I am downloading this now.

First of all, 16GB ? Why so big. Hope this is not port bloat like GTA IV.

Going to check it out tomorrow, I know the graphics are nothing special, but maybe physx will have finally done something new or innovative in a game.


I think the size is due to the high rez textures. I was really looking forward to this game, but I think I'll just wait until Black Friday to get it, as it will definitely be heavily discounted.
 

toyota

Lifer
Apr 15, 2001
12,957
1
0
I have been playing for a while and I am VERY disappointed. I have had numerous slowdowns and little pauses for no reason at all. even the benchmark dropped to nearly zero at times. at the places its having issues the gpu is not even being hardly loaded at all. the choppier it gets the less gpu usage its showing so something is wrong here. and why did they fool with DX11 features yet not not take the time to upgrade the console looking textures?

EDIT: its not just me as others are reporting same issues. whats new? delay a game for month and still cant get it right.
 
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Kr@n

Member
Feb 25, 2010
44
0
0
Thats fine, but you can't label such things as "physics" because they're not. This is similar to people that think the cinematic scenes in the Final Fantasy series and other games are being rendered real time, when they're not.

Note : Apologies for digging this quote from this long running thread.


That's exactly why I said this whole argument seems very similar to what I heard in raster/raytrace debates. Some ray tracing proponents argue raster engines are not rendering "real" graphics (read "unbiased"), but are full of (clever) tricks to accommodate the shortcomings of the method (regarding reflection, refraction, caustics, ambient lighting, occlusion, etc.).

Then why being a purist regarding physics, but not graphics ? Where do you place the limit between "acceptable tricks and scripts" and "unreal biased physics/graphics" ? In fact, event "real" GPU physics are always approximations/oversimplifications of reality (as even said "unbiased" raytracers only simulate light transport as closely as possible given optic science knowledge, computing science advances, and algorithm complexity/expense).

That's why I find perfectly fine the current CPU physics implementations (scripted, etc.), as long as we cannot generalize expensive unbiased physics computations (be it GPU physics / CPU physics / whatever). "Cosmetic" GPU physics on only a handful of capable hardware (strong NVIDIA cards, 560 and higher, that can afford to compute PhysX and give acceptable framerates) will not lead us towards physics impacting gameplay.

That being said, I have nothing against PhysX as a technology.
 

Lonbjerg

Diamond Member
Dec 6, 2009
4,419
0
0
Note : Apologies for digging this quote from this long running thread.


That's exactly why I said this whole argument seems very similar to what I heard in raster/raytrace debates. Some ray tracing proponents argue raster engines are not rendering "real" graphics (read "unbiased"), but are full of (clever) tricks to accommodate the shortcomings of the method (regarding reflection, refraction, caustics, ambient lighting, occlusion, etc.).

Then why being a purist regarding physics, but not graphics ? Where do you place the limit between "acceptable tricks and scripts" and "unreal biased physics/graphics" ? In fact, event "real" GPU physics are always approximations/oversimplifications of reality (as even said "unbiased" raytracers only simulate light transport as closely as possible given optic science knowledge, computing science advances, and algorithm complexity/expense).

That's why I find perfectly fine the current CPU physics implementations (scripted, etc.), as long as we cannot generalize expensive unbiased physics computations (be it GPU physics / CPU physics / whatever). "Cosmetic" GPU physics on only a handful of capable hardware (strong NVIDIA cards, 560 and higher, that can afford to compute PhysX and give acceptable framerates) will not lead us towards physics impacting gameplay.

That being said, I have nothing against PhysX as a technology.

Either behaviour is physcially simulated or it's not.

It's easy to see, I don't get people acting like it "hard to tell the difference"...they are being dishonest in my opinion...or need to go see an optician.

CPU physics = Scripted destruction (aka the same thing happens again and again and again and again and again and again...) with a small amount inert debris (it dosn't affect other object/players/NPC')...and most often dissaper right through the ground..or into thin air.

GPU physics = dynamic destruction with large amount of interactive debris that dosn't go away.

A world of difference.
 

tviceman

Diamond Member
Mar 25, 2008
6,734
514
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I have been playing for a while and I am VERY disappointed. I have had numerous slowdowns and little pauses for no reason at all. even the benchmark dropped to nearly zero at times. at the places its having issues the gpu is not even being hardly loaded at all. the choppier it gets the less gpu usage its showing so something is wrong here. and why did they fool with DX11 features yet not not take the time to upgrade the console looking textures?

EDIT: its not just me as others are reporting same issues. whats new? delay a game for month and still cant get it right.

Are you on the latest nvidia drivers? 285.79

EDIT: It's apparently an issue with DX11.
 
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blackened23

Diamond Member
Jul 26, 2011
8,548
2
0
I have been playing for a while and I am VERY disappointed. I have had numerous slowdowns and little pauses for no reason at all. even the benchmark dropped to nearly zero at times. at the places its having issues the gpu is not even being hardly loaded at all. the choppier it gets the less gpu usage its showing so something is wrong here. and why did they fool with DX11 features yet not not take the time to upgrade the console looking textures?

EDIT: its not just me as others are reporting same issues. whats new? delay a game for month and still cant get it right.

This. The DX11 implementation is so terrible it makes my head spin.

Pisses me off to be honest. It doesn't even *look* any better in DX11 but the framerate gets HALVED in DX11 mode. The textures are terrible. Sorry, 1000$ worth of GPU's should chew through everything thrown at them, this is very frustrating.

Skip this one until a few patches come out, guys.
 
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Grooveriding

Diamond Member
Dec 25, 2008
9,109
1,260
126
This. The DX11 implementation is so terrible it makes my head spin.

Pisses me off to be honest. It doesn't even *look* any better in DX11 but the framerate gets HALVED in DX11 mode. The textures are terrible. Sorry, 1000$ worth of GPU's should chew through everything thrown at them, this is very frustrating.

Skip this one until a few patches come out, guys.

LOL. This should not be a surprise, another nvidia bought and paid for title with DX11 that cripples your hardware, where have we seen this before.

Looking forward to playing later, I liked the first game. Will report on framerates. It's play some of this or install my new MB/CPU, and I don't want to start in on that till the weekend. Once I start I won't want to stop until I have windows installed and my entire system set up to my liking, which will have me up all night.
 

blackened23

Diamond Member
Jul 26, 2011
8,548
2
0
LOL. This should not be a surprise, another nvidia bought and paid for title with DX11 that cripples your hardware, where have we seen this before.

Looking forward to playing later, I liked the first game. Will report on framerates. It's play some of this or install my new MB/CPU, and I don't want to start in on that till the weekend. Once I start I won't want to stop until I have windows installed and my entire system set up to my liking, which will have me up all night.

This is on SLI'ed 580's though. Why would nvidia promo a game that runs like garbage in DX11?

It runs fine in DX9 on both 6970's and 580's, but its truly mind boggling how bad of a DX11 implementation this is. I'm not sure its even a framerate issue, I get 2-3 second long "stutters" and jitters constantly with DX11 enabled.
 

Kr@n

Member
Feb 25, 2010
44
0
0
Either behaviour is physcially simulated or it's not.

It's easy to see, I don't get people acting like it "hard to tell the difference"...they are being dishonest in my opinion...or need to go see an optician.

CPU physics = Scripted destruction (aka the same thing happens again and again and again and again and again and again...) with a small amount inert debris (it dosn't affect other object/players/NPC')...and most often dissaper right through the ground..or into thin air.

GPU physics = dynamic destruction with large amount of interactive debris that dosn't go away.

A world of difference.

In my humble scientific opinion, what you call a scripted destruction/animation and dynamic destruction are just the same kind of physics approximation, but on a different precision/scale/bias ...

And to continue with my analogy with RT, current games (with raster engines) are often more beautiful than RT tech demos, because of art, carefully designed textures, hand crafted pre-calculated lighting, etc. Even if the raster engine has more "bias" and is not as close to reality than a RT engine, it may look better due to clever tricks ... Yet I do not see a lot of gamers advocating the use of RT engines in games because those engines are less biased (if it was the case, I guess RT game engines like Arauna, Brigade and others would stand a chance against the FrostBite engine et al) ...

Same for physics : I don't see why it's bad to use clever tricks (scripted animations, biased physics, just enough particles to feel real, etc.) if it's to allow physics on the largest user base possible (and thus possibly offer physics that impact gameplay) ...

I sure would prefer broad adoption of "unbiased" physics in games (whatever that may mean), as much as I would prefer competitive RT engines for games, but it's not gonna happen soon. I fear it will stay a checkbox feature because it's too expensive to run on CPU, and even on low/mid NVIDIA cards ... "Scripted" CPU physics are perfectly fine as a mid-term solution.

(As for those who say physics are more efficiently computed on CPU and/or don't scale well with cores/parallelism : I though physics computations where embarrassingly parallel, and thus where particularly suited to GPUs ... Am I wrong ?)
 
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Lonbjerg

Diamond Member
Dec 6, 2009
4,419
0
0
In my humble scientific opinion, what you call a scripted destruction/animation and dynamic destruction are just the same kind of physics approximation, but on a different precision/scale/bias ...

And to continue with my analogy with RT, current games (with raster engines) are often more beautiful than RT tech demos, because of art, carefully designed textures, hand crafted pre-calculated lighting, etc. Even if the raster engine has more "bias" and is not as close to reality than a RT engine, it may look better due to clever tricks ... Yet I do not see a lot of gamers advocating the use of RT engines in games because those engines are less biased (if it was the case, I guess RT game engines like Arauna, Brigade and others would stand a chance against the FrostBite engine et al) ...

Same for physics : I don't see why it's bad to use clever tricks (scripted animations, biased physics, just enough particles to feel real, etc.) if it's to allow physics on the largest user base possible (and thus possibly offer physics that impact gameplay) ...

I sure would prefer broad adoption of "unbiased" physics in games (whatever that may mean), as much as I would prefer competitive RT engines for games, but it's not gonna happen soon. I fear it will stay a checkbox feature because it's too expensive to run on CPU, and even on low/mid NVIDIA cards ... "Scripted" CPU physics are perfectly fine as a mid-term solution.

(As for those who say physics are more efficiently computed on CPU and/or don't scale well with cores/parallelism : I though physics computations where embarrassingly parallel, and thus where particularly suited to GPUs ... Am I wrong ?)

Because scripted inert debris that magically dissapears into thin air over and over and over again tells my brain that this isn't real...not even close.
And there is no need for CPU physics today.
Would you run graphics on the CPU today?

If no, then you know why physics dosn't belong on the CPU anno 2011.

And even GPU physics uses "clever tricks"...it's not like any game simulates physics down to the atomic level...it's just that a CPU are a joke compared to a GPU for physics.
 

dguy6789

Diamond Member
Dec 9, 2002
8,558
3
76

Makes sense to me. The problem with PhysX as it stands is that it is a conflict of interest for AMD to support(Nvidia wouldn't support it either if AMD had it for the exact same reason). It will never, not in a million years, become a standard like DirectX or OpenGL as long as it is owned by Nvidia. If it was separate from Nvidia and AMD it would have the possibility of becoming a standard but that's never going to happen now.

Because it is not a standard, PhysX is limited to being a niche thing on a very tiny number of games. The implementation that is possible on those games is limited only to minor visual things. You can't have physics effects that alter the game world itself in a multiplayer game unless every machine that runs the game is supports it.
 

tviceman

Diamond Member
Mar 25, 2008
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LOL. This should not be a surprise, another nvidia bought and paid for title with DX11 that cripples your hardware, where have we seen this before.

Yes, Nvidia crippled the game on ALL hardware to make everyone upgrade to SLI GTX580's just to play this game with smooth frame rates in DX11. THEIR PLAN IS WORKING YOU ARE SO SMART!!!!!!!!!!!()#*&$#(*RU& FS:LF
 

Grooveriding

Diamond Member
Dec 25, 2008
9,109
1,260
126
Yes, Nvidia crippled the game on ALL hardware to make everyone upgrade to SLI GTX580's just to play this game with smooth frame rates in DX11. THEIR PLAN IS WORKING YOU ARE SO SMART!!!!!!!!!!!()#*&$#(*RU& FS:LF

Calm yourself, you're putting the conspiracy spin on it.

I'm just pointing out the game runs like a dog as a byproduct of its DX11 implementation.
 
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