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PhysX87: Software Deficiency Print E-mail
Written by Hanners   
Wednesday, 07 July 2010 16:05

It's often been suggested that the CPU-based implementation of NVIDIA's PhysX API is rather severely lacking, giving GPU accelerated physics a significant advantage due to reasons other than the additional processing horsepower available to modern graphics boards.  "But where's the proof?" I here you shout.  Right here in the linked article.

The second and smaller thread1 is primarily ole32.dll, which is a library used by Windows for OLE (Object Linking and Embedding). The ole32.dll module has a little x87 code, about 6% of instruction retired, but far less than the massive 40% found in PhysXCore.dll. It’s not quite clear what the library is actually doing, but it only contributes a little to the overall use of x87.

Overall, the results are somewhat surprising. In each case, the PhysX libraries are executing with an IPC>1, which is pretty good performance. But at the same time, there is a disturbing large amount of x87 code used in the PhysX libraries, and no SSE floating point code. Moreover, PhysX code is automatically multi-threaded on Nvidia GPUs by the PhysX and device drivers, whereas there is no automatic multi-threading for CPUs.

Read the full article at Real World Technologies.

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