[QUOTE="Hanass"]
That still doesn't explain why the horrible optimization for CPU bound physics is a good thing.
AnnoyedDragon
It is not horribly optimized, physics simply runs better on a highly parallel processor; which is why GPU computing is being used to enable physics that are too resource intensive for the common CPU. The PhysX API is highly optimized for multicore CPUs, it has to be because at the end of the day it is a cross platform API that has to work on consoles as well.
What part of that do you not understand? This is the equivalent of you declaring every game in existence is badly optimized because you cannot run the graphics on the CPU.
Your beloved ATI is working on the exact same technology, physics acceleration on the GPU. The only reason you're angry is because this game happens to use Nvidia's solution, you won't accept that so are demanding that they magically make GPU level physics run just as well on your CPU.
DirectX 11 comes with the compute shader, a unified form of GPU computing that is standardized across brands. This brand exclusivity of high end physics isn't going to last forever, put up with it or go yell at ATI for not putting it in games right now like Nvidia.
Nope, still makes zero sense that Crysis on Very High is fine on my computer (I don't recall Crysis using GPU for the physics), but suddenly my CPU becomes a piece of garbage when I start playing Arkham Asylum.
And I won't believe that some sparks and steam > destructible environments on Crysis, which is the only possible explanation for the game performing worse than Crysis.
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