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#1 |
![]() Join Date: Sep 2009
Reputation: 44
Posts: 659
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Valve + PhysX / GPU acceleration support
Will start from the beginning.
Some time ago I did notice something strange with Source engine related to various computers. As I found out - no mater how good/new computer I bought - I still couldn't manage to get a stable FPS in source games. Later I found out that on loktop from 2005 year I am getting higher and more stable fps than on computer from 2009 year. So I started getting deeper and deeper into this. And what I found out was: Source games aren't even pushing my CPU up to 40 before they drop fps (that is with multi-core support enabled). The only logical explanation what I found to this was that video driver cannot handle so much of information. But how come? GeForce 260GTX must and should be perfect and extremely smooth for source engine... So I started looking deeper into this, disabling all of the quality futures and special effects on the Nvidia driver, and found out something what was right in front of me. Nvidia GeForces have an extra function to make game smoother and fps rate higher. That one is called the GPU acceleration. Sure, it doesn't work for many of the games (I assume - don't really know much about it), but it still is a fantastic feature. So I wonder, does source engine support this feature? After some testing I also discovered Nvidia GeForce feature called PhysX, what is directly related to GPU acceleration (if not the same thing). Here are some examples of PhysX feature of Nvidia GeForce and what this feature is capable of: Water Demo Tessellation Nvidia physx demo, what it does and why And those who have Nvidia card with PhysX support (you can check you'r video card information over here to find out does it support PhysX/GPU acceleration), can try to download PhysX Screensaver and see the difference in performance when switching "Simulation type" in "settings" from "Hardware" to "Software". Just don't forget to enable "Enable FPS display". The first number you will see is the actual FPS, and the second number is how much CPU it is using. You will notice that while using "Hardware" setting, your FPS are higher, and CPU usage is less. That is because all the video calculations are allowed to be done by GeForce and not the program itself (at least that is how I can explain it - didn't found so much information about it). I am saying all of this because, this is the only logical reason what I can think of, why source games have so small FPS on Nvidia drivers. So in conclusion, if I am right about all of this, it would be really nice if valve could actually include support in their source engine for PhysX / GPU acceleration. However everything what I just wrote is just my guess, so if I'm wrong there is no need to flood/spam it! |
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#2 | |
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Banned
Join Date: Feb 2009
Reputation: 150
Posts: 2,382
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#3 |
![]() Join Date: Nov 2008
Reputation: 26
Posts: 572
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Can I get your specs on the old hardware compared to the new "loktop" (heh).
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#4 |
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Banned
Join Date: Mar 2009
Reputation: 194
Posts: 1,780
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Directcompute would be a better choice.
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#5 |
![]() Join Date: Feb 2005
Reputation: 824
Posts: 7,063
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Sorry, I think you're off on this, some games Like HL2/Ep1/Ep2 do have physics engine like Havok, but it's more to do with CPU than GPU. I don't understand your point about not getting 'stable FPS' in games, I can run L4D2, HL2 series with Cinematic Mod, Portal, and just about every Source game @5760x1200, max ingame setting + max AA/AF and still get FR in 'lows' of 100s to highs of 300fps depending on the game. A good CPU helps, and I have my C2Q @3.9ghz.....other than driver issue, no a single Source game that I play has this stable FPS, unless you'd want to nitpick and say that I get low 100s to 300fps being unstable. BTW, that wide variation in framerate covers a number of Source games. Like HL2 Ep2, I see ~100fps to 200fps when I play the game, CSS VST gives me a max of 299.x fps.
Also, I believe Valve is more for Havok, and perhaps OpenCl/DirectCompute with DX11 hardware onwards....PhysX is proprietary and works only on nV cards. I don't think Valve would want to restrict themselves to this one physics engine. Besides, Valve is big enough, and rich enough, to NOT be swayed by nV's 'rewards' for going PhysX unlike some other game developers. |
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#6 |
![]() Join Date: Feb 2009
Reputation: 6230
Posts: 9,132
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PhysX is dying rapidly and nobody gives a crap about it but a very minor group of people. I;d prefer not to see further support for a crappy dying platform. If Nvidia hadn't of gobbled it up i'd be on board, however Nvidia has drove it into the ground.
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#7 |
![]() Join Date: Apr 2008
Reputation: 355
Posts: 4,155
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This post reads like a bad attempt at viral marketing by Nvidia.
Valve would like its software to run equally well on every customer's computer, so I'm sure they wouldn't use a proprietary physics engine that gives Nvidia customers an artificial advantage over ATI customers. Besides, Valve is pretty committed to using Havok. |
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#8 | |
![]() Join Date: Nov 2007
Reputation: 2604
Posts: 12,714
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Yeah all you Nvidia ppl jump up and down! You have hardware! Nvidia killed Ageia's Physx, it would have done far better as a stand alone card not integrated on NV gpu's, this left software developers with a hard choice to back one and not the other! With ati card's kicking nv ♥♥♥ for price and performance the developers turn to software physx to support both! Havok play's a big part in software physx witch in now in Intel's hand's! Ouch ! |
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#9 |
![]() Join Date: Feb 2009
Reputation: 6230
Posts: 9,132
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If anything I'd be begging Valve to change source to Bullet physics. Superior to both Havok and PhysX
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#10 |
![]() Join Date: Nov 2007
Reputation: 2604
Posts: 12,714
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source engine has never been an issue for me personally cant say I have tried the new multicore rendered version as yet!
What I would really like to see Is Nvidia bring out a stand alone ppu for Physx and fix some of there hardware limitation's Or even better Intel develop a card for Havok physx! |
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#11 | |
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Banned
Join Date: Oct 2009
Reputation: 377
Posts: 2,505
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#12 |
![]() Join Date: Feb 2005
Reputation: 824
Posts: 7,063
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I consider myself lucky now, I recall looking high and low for an Ageia PPU card a while back (if mem serves, Asus had a PPU card), around the time nV took over Ageia. I could not find one so I gave up the idea. So glad I hadn't found one since nV totally dropped support for it.....heck, had I found one, I can't imagine how I'd feel buying a paper weight.
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#13 |
![]() Join Date: Nov 2007
Reputation: 2604
Posts: 12,714
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#14 | ||
![]() Join Date: Oct 2009
Reputation: 5635
Posts: 6,633
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Current physics calculations are handled by HAVOK on the CPU. Moving them to PhysX on the GPU would mean ATI owners could no longer play Source games and again, more load on the GPU. The opposite of what you want. If you're not getting smooth consistent FPS on a GTX260, something is wrong with your hardware or the way it's configured. The problem isn't with the Source engine. Quote:
There's a simple lesson to be learned from 30 years of gimmicks for PC games. If your product doesn't work out of the box for the majority of games, it's going to fail. Last edited by Washell: 06-23-2010 at 04:29 AM. |
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#15 | |
![]() Join Date: Sep 2009
Reputation: 44
Posts: 659
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And seriously, how many of you with computers from 2008-2009-2010 do experience constant fps what are higher than 270? The answer is no one, but if somehow someone does experience this, than it's most probably cause of setting everything to the lowest details, and using special FPS configs, and your computer is most probably a loktop. Am I right? |
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