Crytek, physics should not be CPU dependant!

Post » Fri Mar 01, 2013 3:47 pm

Greetings,

Now, before we begin, I must confess-I am no technology expert. However I happened to stumble upon this obscure website: http://www.dsogaming.com/pc-performance-anolyses/crysis-3-pc-performance-anolysis/

This anolysis concludes that Crysis 3's physics are CPU dependant, which is rather odd, due to the fact Crysis possesses many assets, such as each individual blade of grass, to have its physics calculated. To my understanding, by choosing the CPU to perform such tasks, you are essentially going against a CPUs very nature (As CPUs, vaguely speaking, typically perform one calculation at a time, which is different to the GPU). This is most likely the reason why many have been experiencing performance issues, even with high-end GPU's.

What can Crytek do? Well...it would be nice if they made the physics GPU dependant instead. I can not say how much work it would take, though I would assume it would take much.

Now of course, my theory is based of the article which means, if the article is wrong-then I am also wrong. If we come to the conclusion that the article and I are wrong-then feel free to shut down this thread.

Thanks.
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koumba
 
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Post » Sat Mar 02, 2013 12:43 am

I had to register just to post in this thread thats how stupid this idea is

because Obviously what pc gaming needs is more vendor specific APIS
Physx has ruined enough games with its garbage coding as it is

I hope the op is joking or we are all doomed
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Jerry Cox
 
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Post » Fri Mar 01, 2013 6:41 pm

I had to register just to post in this thread thats how stupid this idea is

because Obviously what pc gaming needs is more vendor specific APIS
Physx has ruined enough games with its garbage coding as it is

I hope the op is joking or we are all doomed

Then what would you make of the article?
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Gill Mackin
 
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Post » Fri Mar 01, 2013 9:54 pm

Actually, if physics is forced to be calculated on the GPU, then wouldn't that mean that you're overworking your GPU when there are many particle effects? I prefer the CPU to handle the physics, while the GPU focuses on visuals.

Your suggestion only favors gamers who have lousy CPUs but powerful GPUs
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james tait
 
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Post » Fri Mar 01, 2013 1:04 pm

I had to register just to post in this thread thats how stupid this idea is

because Obviously what pc gaming needs is more vendor specific APIS
Physx has ruined enough games with its garbage coding as it is

I hope the op is joking or we are all doomed

Then what would you make of the article?
the artical was written by a site that is a affiliate with Nvidea so of course he want to make it look like the physics are cpu limited try and sell nvidas own API's its as bout as unbiased as a scale with a feather on one side and cement block on the other
I ran this game on a OLD phenom II @ 3.8Ghz I never saw the cpu load get above 65% hes full of ****
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Kanaoka
 
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Post » Fri Mar 01, 2013 7:21 pm

Actually, if physics is forced to be calculated on the GPU, then wouldn't that mean that you're overworking your GPU when there are many particle effects? I prefer the CPU to handle the physics, while the GPU focuses on visuals.

Your suggestion only favors gamers who have lousy CPUs but powerful GPUs

people with slow computers should not play pc games
period
if you can't afford a 500~650 dollar pc then go buy a ps3

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Jordan Fletcher
 
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Post » Fri Mar 01, 2013 6:03 pm

Actually, if physics is forced to be calculated on the GPU, then wouldn't that mean that you're overworking your GPU when there are many particle effects? I prefer the CPU to handle the physics, while the GPU focuses on visuals.

Your suggestion only favors gamers who have lousy CPUs but powerful GPUs

When such a game possesses many assets which each require their physics to be calculated (like the blades of grass) you're going to need something which crunches a lot of numbers-fast!

That's where the GPU comes in-it's about using the right tool for the right job-nothing more.
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Jon O
 
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Post » Fri Mar 01, 2013 10:59 am

Actually, if physics is forced to be calculated on the GPU, then wouldn't that mean that you're overworking your GPU when there are many particle effects? I prefer the CPU to handle the physics, while the GPU focuses on visuals.

Your suggestion only favors gamers who have lousy CPUs but powerful GPUs

When such a game possesses many assets which each require their physics to be calculated (like the blades of grass) you're going to need something which crunches a lot of numbers-fast!

That's where the GPU comes in-it's about using the right tool for the right job-nothing more.
this is exactly right its also why physx's kills performance even on Nvida's own hardware
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Craig Martin
 
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Post » Fri Mar 01, 2013 4:11 pm

I had to register just to post in this thread thats how stupid this idea is

because Obviously what pc gaming needs is more vendor specific APIS
Physx has ruined enough games with its garbage coding as it is

I hope the op is joking or we are all doomed

Then what would you make of the article?
the artical was written by a site that is a affiliate with Nvidea so of course he want to make it look like the physics are cpu limited try and sell nvidas own API's its as bout as unbiased as a scale with a feather on one side and cement block on the other
I ran this game on a OLD phenom II @ 3.8Ghz I never saw the cpu load get above 65% hes full of ****
Sir, prove your accusation that DSOgaming is affiliated with Nvidia, or I won't take you seriously from here.
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candice keenan
 
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