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GPU based physics calculation


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Thats what I would like to see, my i7 is choking at 350parts already, my gtx 780 doesn't even bother to raise clocks when running on openGL (darn 64bit for not working properly)

anyway my theory is based on the fact that my gpu can indeed calculate more than 10x faster compared to cpu, physX implementation maybe?

whats your take on this? atleast multicore calculation would be priceless. I'm not entirely familiar with the calculation methods and coding involved but lets say I understand more of computers that it works with smoke, since when it comes out it doesn't. :)

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This is listed under the what not to suggest list:

Optimization

Combining parts [41]

No rocket wobble [36]

Using another game engine* or physics engine

Change part loading

Multithreading / Multicore functionality

64-bit support / GPU offloading support

Use of other hardware platforms or operating system types

The reason is it has been suggested before. Lots of times.

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Unity 4 is using physX 2.8 ( old ) physX current verison is 3.3 , 3.0 was already supporting multicore calculation but for some reason Unity dev's are stuck at 2.8 . Unity 5 finally will be using physX 3.3 so it will be a big step ( early testing show's that physX 3.3 is 2.5X faster than anny older version ) so let's hope when Unity 5 will be realeased KSP will be moved to Unity 5.

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Unity 4 is using physX 2.8 ( old ) physX current verison is 3.3 , 3.0 was already supporting multicore calculation but for some reason Unity dev's are stuck at 2.8 . Unity 5 finally will be using physX 3.3 so it will be a big step ( early testing show's that physX 3.3 is 2.5X faster than anny older version ) so let's hope when Unity 5 will be realeased KSP will be moved to Unity 5.

That would be fine, except as far as I know KSP doesn't use GPU-accelerated PhysX at all, instead relying on a CPU implementation. There's also the slight problem that PhysX isn't really designed for simulating physics at the quality you need for orbital mechanics - it's more for handling things like grenades in FPSs and so on where you don't really need the same level of accuracy, as long as it looks good. There might still be a decent improvement on the CPU side with unity 5 (perhaps this is what you're talking about - I don't keep up to date with unity or PhysX), but I don't think we can expect KSP to have GPU PhysX when unity 5 is integrated. There is also the not-so-small problem that GPU PhysX only works with nVidia cards - it is their technology.

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