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Old 01-28-2011, 06:35 AM
Skinny Skinny is offline
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Quote:
Originally Posted by Heliocon View Post
No reason that I know off, I just dont know how they manage the flightmodel/air interaction. If there "zones"/boxes of air with different property? So If I enter one area I get turbulence or something? Or is it managed dynamically or prodcedually? I have no idea tbh

The main difference is Physx is not really a mechanic focused on physics as much as it is focused on solving and then "presenting" the effects. Its also GPU tied which needs to be rendering. Physx is great, but unless you have a dedicated card its better to buy a second card then have a non physx gpu. Atleast thats what people seem to think on the EVGA forums.
Actual calculation of airflow over a plane wing and prop is probably many years out. That stuff is so compute intensive super computers struggle with it and may not do it in realtime.

I do remember seeing a video of Rise Of Flight where air movement was visualized with arrows, showing wind, prop wash, thermals and the like. I cant find the video, it was really impressive, and showed that game is modelling airflow to some extend (though probably not to calculate aerodynamic behavior of the plane). I was just guessing stuff like that could be offloaded to the GPU.

As for PhysX as API, I was talking more generally about GPGPU. There is also OpenCL which works on both ATI and nVidia cards.
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