best on pc, as usual.
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PhysX does work on consoles it has been implemented in many console games. It is the enhanced GPU PhysX that does not work on consoles, these are for people with NvIdia GPUs. Most of the enhanced PhysX effects work on PCs with AMD GPUS but you have to run them off the CPU which is very performance taxing. The most common and probably the best example of fancy particle physics you will see on the new consoles is turbulence particles as they are a lot less demanding due to tethering restraints.
PhysX does work on consoles it has been implemented in many console games. It is the enhanced GPU PhysX that does not work on consoles, these are for people with NvIdia GPUs. Most of the enhanced PhysX effects work on PCs with AMD GPUS but you have to run them off the CPU which is very performance taxing. The most common and probably the best example of particle physics you will see on consoles is turbulence particles as they are a lot less demanding due to tethering restraints.
Correct me if I'm wrong but they need nVIDIA's permission to implement these features on consoles . CD Projekt said so , few months ago when asked about nVIDIA graphical features on consoles . On other hand , as you said , running these effects on CPU is more demanding than on GPU . Witcher 3 is expected to be sub 1080p on both consoles with frame rates confirmed to be 30fps and lower settings . I don't think they'll risk implementing these demanding features even if nVIDIA allows them .
PhysX does work on consoles it has been implemented in many console games. It is the enhanced GPU PhysX that does not work on consoles, these are for people with NvIdia GPUs. Most of the enhanced PhysX effects work on PCs with AMD GPUS but you have to run them off the CPU which is very performance taxing. The most common and probably the best example of particle physics you will see on consoles is turbulence particles as they are a lot less demanding due to tethering restraints.
Correct me if I'm wrong but they need nVIDIA's permission to implement these features on consoles . CD Projekt said so , few months ago when asked about nVIDIA graphical features on consoles . On other hand , as you said , running these effects on CPU is more demanding than on GPU . Witcher 3 is expected to be sub 1080p on both consoles with frame rates confirmed to be 30fps and lower settings . I don't think they'll risk implementing these demanding features even if nVIDIA allows them .
The console version is a very gimped (or "optimised" for the console crowd on here) version that runs on the consoles CPUs. The PS3 version for instance was specifically reworked to take advantage of the co-processors on the SPU.
Nvidia licence their PhysX software to developers making PC or console games so that they ( the devs) dont have to spend time and money developing their own physics engine. Just like Havok with their physics engine or FMOD with their sound tools, Nvidia GameWorks is a set of tools that helps developers get cool physics into their games. Obviously PCs with Nvidia GPUs can take advantage of the more advanced offerings like FleX while consoles get the basic ragdoll physics and maybe a few pretty particle effects.
What's turbulence like? Was there an explanation at the reveal?
Edit: Right, it's a physx feature that has been around for a while. Was a performance hog in Arkham Origins. The smoke from the shock gloves would drop my fps by half.
I see a few people moaning about nVidia not sharing their toys.
This isn't an analogy, it's 100% true. I've spent years developing techniques and improving procedures to make the branch I run and the company I work for more attractive to our customers. Why on earth would I share that information with my direct competition and lose my specialist reputation or any potential advantage I've gained in my industry? Guess what? We tend to be a bit more expensive than that competition as well.
nVidia not sharing with AMD is exactly the same thing
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