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Join Date: Nov 2012
Posts: 890
# 10
02-25-2013, 11:32 AM
Originally Posted by amayakitsune View Post
Nothing youve mentioned could possibly qualify as PhysX... because PhysX needs an Nvidia GFX card to even work... and I can see everyone of those balloons and pieces of debris on the ground... and I have an HD3000 card from Intel... I have no doubt that they employ some sort of physics engine but its not PhysX...
PhysX calculations will run in software mode (I.e. on your CPU) if there is no dedicated hardware solution.

It makes a huge difference on older machines....if I disable PhysX on my 9600GT my poor 6 year old dual core can't handle large amounts of objects onscreen at once - star base tribbles are especially bad. With PhysX enable there is no slowdown whatsoever.

So yeah, STO unquestionably uses PhysX for certain objects. I for one would not look forward to a DX11 centric solution as I would have to drop some cash on new hardware.

That being said, PhysX is indeed dead/dying, for the excellent reasons already stated above, and good riddance, hardware agnostic solutions have always been preferable to proprietary optimizations.

edit: just tested, again in fleet star base pile of tribbles. GPU usage with PhysX enabled was 100%, CPU usage averaged 37% and FPS over 2 minutes of kicking tribbles averaged 46.2. Same situation, new instance to use same tribble pile, PhysX off, GPU averaged 65% usage,CPU locked at 100% with fans going nuts, average of 12.7 FPS over 2 minutes. If I set debris and all physics settings to min/off, the results between PhysX enabled and disabled show a negligible difference.

PhysX is a complete physics SDK, like HAVOK. It doesn't require nVidia hardware to run, but its a helluva lot faster with it.

Last edited by jornado; 02-25-2013 at 11:53 AM.