Category Archives: NVIDIA PhysX

NVIDIA PhysX technology.

ATI + NVIDIA = Graphics + PhysX

Now that PhysX is accelerated by GeForce 8+ GPUs, some websites try to realize the dream for many users: a GeForce accelerating PhysX for Radeon. This time, the guys at Speedtime.cn have coupled a Radeon HD 4870 for the graphics and a GeForce 9800 GTX for PhysX. NVIDIA PowerPack as well as oZone3D.Net PhysX FluidMark have been used for this benchmark.


Here are the links:

NVIDIA and ATI Cards Working Together Side-by-Side, This Is Revolutionary!

The guys at hardspell.com have tested a system with a Radeon HD 3850 for the graphics rendering and a GeForce 9600 GT for the PhysX:


They used the oZone3D.Net PhysX FluidMark to compare CPU PhysX (score=759) and Hardware PhysX (score=2909). This is the proof that Radeon and GeForce can work together for a better gaming experience!

Links:

The functionality of CUDA and its implementation of GPU-accelerated PhysX processing has benefited many a GeForce user. Users of ATI accelerators lacking this incentive either use Ageia PhysX card or avoid it altogether. It has been verified by Hardspell that in an environment where Radeon accelerator(s) do graphics processing, a GeForce accelerator can be used standalone to process PhysX. Hardspell used a Radeon HD 3850 along with a GeForce 9600 GT on the same system with the display connected to the Radeon, though no form of multi-GPU graphics connection existed, the GeForce card partnered the Radeon well in processing physics, while the Radeon did graphics. Results of the oZone 3D FluidMark, a benchmark that includes routines to evaluate the machine’s capability in processing physics, showed a greater than 350% increase in scores, showing that the GeForce accelerator is doing its job.

More news about PhysX: PhysX @ Geeks3D
More news about FluidMark: FluidMark @ Geeks3D

DirectX 11 Will not be a rival to PhysX

Roy Taylor, NVIDIA’s Vice President of Content Relations, said that the Compute Shader of DirectX 11 would not be a competitor to NVIDIA’s PhysX. His main argument is based on the fact that most current developments are multi-platform titles and only PhysX is ready for cross-platform programming. PhysX is available on Playstation 3, XBox 360, PC, Wii and Linux.


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PhysX Performance: GPU vs PPU vs CPU

FiringSquad has published an article that compares PhysX performance of CPU versus PPU versus GPU. The softwares used for this test are Unreal Tournament 3, Nurien and Warmonger.


Conclusion: for over two years old graphics cards, Ageia PhysX PPU is useful but isn’t able to match the performance of today’s GeForce cards.

Read the complete article here: PhysX Performance Update: GPU vs. PPU vs. CPU

In PhysX FluidMark news, I put a graph that shows CPU/PPU/GPU comparison. The results show a larger difference between PPU and GPU but this is due to the kind of test: fluid simulation.

How To Use Multi-GPU with NVIDIA PhysX

In this article, Guru3D explains how to use Multi-GPU with NVIDIA PhysX under Windows XP and Vista. There are 3 ways to use GeForce GPU with PhysX:

  • Standard – one GPU renders both graphics + PhysX (not ideal as you’ll need a lot of GPU horsepower).
  • SLI mode – have two GPUs render both graphics + PhysX (SLI motherboard required)
  • Multi-GPU mode – GPU1 renders graphics and GPU2 renders PhysX (SLI motherboard not required)


Now the trick to use Multi-GPU mode with Vista:

Now there’s a thing you will need to be aware of in the Multi GPU mode, it’s actually a Vista limitation but a second monitor must be attached to enable PhysX running on the second GeForce GPU. You must extend your Windows Vista desktop onto that monitor.

To bypass that issue, most monitors have a standard VGA and a DVI connector, right? Just use both. This limitation is related to the Windows Vista display driver model (WDDM). This limitation does not exist in Windows XP. In NVIDIA’s upcoming drivers, they will be offering a workaround to improve the experience for Windows Vista users.

With a single card or two cards in SLI mode you will not have this problem.

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