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PhysX SDK 3.0: automatic multi-threading

with 16 comments

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As everyone else, we have very little information about next major release of PhysX SDK 3.0, which was rumored as complete rewrite of current SDK, full of new features and extended capabilities, currently kept under straight NDA.

UPDATE: PhysX SDK 3.0 has been released

However, few pieces of information are beginning to leak:

Today, as answer to all the hype about PhysX and SSE instructions, Nvidia’s senior PR manager Bryan Del Rizzo has stated in interview to THINQ.co.uk website, that new SDK 3.0 will feature “a task-based approach that was developed in conjunction with [Nvidia] Apex product to add in more automatic support for multi-threading“.

In generally, SDK 3.0 will automatically take advantage of however many cores are available, or the number of cores set by the developer, and will also provide the option of a “thread pool” from which “the physics simulation can draw resources that run across all cores“. – adds THINKQ.co.uk

We will keep an eye on all SDK 3.0 traces and post new info as we’ll find it.

Written by Zogrim

July 8th, 2010 at 3:13 pm

Posted in PhysX SDK

Tagged with ,

16 Responses to 'PhysX SDK 3.0: automatic multi-threading'

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  1. Yeah, it will be good if a bunch of the threading code is redone. I am sure nvidia have learnt quite a bit by retro fitting the older code first.

    Having said that, a lot of incorrect assumptions seem to have been drawn from incorrect usage of the code. Not sure if that will stop with a new version though.

      

    David Black

    8 Jul 10 at 4:39 pm

  2. So they aren’t talking about CPU cores, are they?

      

    GenL

    8 Jul 10 at 7:55 pm

  3. So they aren’t talking about CPU cores
    Isn’t that a work for OS’ scheduler ?

      

    Zogrim

    8 Jul 10 at 8:26 pm

  4. I mean they are talking about multi-threading on GPU, not CPU.
    What about OS’ scheduler? It doesn’t help current PhysX engine use more CPU cores…

      

    GenL

    8 Jul 10 at 8:48 pm

  5. I mean they are talking about multi-threading on GPU
    Nope, it begins with “Let’s start with multi-threading, which Del Rizzo says is readily available in CPU-PhysX..” and followed by SDK 3.0 and stuff

    What about OS’ scheduler?
    Isn’t work to dispatch threads to available CPU cores ? a thought apps are kinda abstracted from CPU cores.

    Even Havok description says it’s “fully multithreaded”, not multi-cored.

      

    Zogrim

    8 Jul 10 at 9:00 pm

  6. Maybe i overlooked this… So they really are talking about CPU cores? Does it mean there will be more games with flexible multi-core support for CPU-PhysX as soon as the update is done?

      

    GenL

    8 Jul 10 at 9:14 pm

  7. Does it mean there will be more games with flexible multi-core support for CPU-PhysX as soon as the update is done?
    It’s not the update – it’s complete new engine, that will be different from current (Novodex -> Ageia) SDK, so it hardly will affect current PhysX based games.

    As for multi-core support, APEX toolset is supposed to automatically scale content based on hardware platform, so multi-core CPU + NV GPU will have more effects than just multi-core CPU system.

      

    Zogrim

    8 Jul 10 at 9:28 pm

  8. >>>
    It’s not the update – it’s complete new engine, that will be different from current (Novodex -> Ageia) SDK, so it hardly will affect current PhysX based games.
    <<<

    I highly doubt that, they may re-write the code and add a heap of new stuff. But it will still essentially be derived from the current engine.

      

    David Black

    8 Jul 10 at 9:32 pm

  9. But it will still essentially be derived from the current engine
    Well, I didn’t meant it is going to be engine with complete different philosophy or code syntax.
    However, it won’t be just like – good old 2.8 with “heap of new stuff”, from what I know.

    Anyway, hope will get more info while coming closer to SDK 3.0 release.

      

    Zogrim

    8 Jul 10 at 9:39 pm

  10. >>> Anyway, hope will get more info while coming closer to SDK 3.0 release.
    <<<

    It will be good when they do, since I fear the amount of hot air about 3.0 is contributing to global warming:-)

      

    David Black

    8 Jul 10 at 10:01 pm

  11. >so it hardly will affect current PhysX based games.
    I didn’t mean current games, i was hoping to see at least new games using several CPU cores for real.
    Or will they again blame developers for a disabled/non-implemented multicore support? :)

      

    GenL

    8 Jul 10 at 10:10 pm

  12. They can blame whoever they want, it wont change anything in the grand scheme of things… :-P

      

    David Black

    8 Jul 10 at 10:16 pm

  13. It will be good when they do
    There is going to be talk about APEX scalabilty features (indirectly related to threading stuff) at SIGGRAPH, maybe they will spoil some details there ;)

      

    Zogrim

    8 Jul 10 at 10:40 pm

  14. Well, so far we know about the likely inclusion of heightfield fluids, this is the major thing. I wonder if they have any other major new stuff. Probably cloth wrinkles as well.

    All this scalability stuff sounds like perhaps some interface improvements and some APEX fluff on top of what is already there. (hopefully they will also improve the internals a bit).

    In general APEX seems a lot like a utility library such as D3DX.

      

    David Black

    8 Jul 10 at 11:23 pm

  15. I wonder if they have any other major new stuff
    Well, I hope I won’t be suddenly striked by lightning if I’ll spoil “new tire model” for vehicles ? ;)
    Quan also has mentioned mesh scaling at developer forums.

      

    Zogrim

    9 Jul 10 at 3:09 pm

  16. Hmm, proper mesh scaling would be good… Hopefully they support stretch(off axis scale) as well… Or I will still have to pre-scale(stretch) stuff:-(

      

    David Black

    12 Jul 10 at 7:54 pm


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