GPGPU physics synchronization
Posted: Wed Aug 14, 2013 7:06 pm
Hi,
Sorry for the crosspost (http://gamedev.stackexchange.com/questi ... game-logic), but I thought this forum might be an appropiate place to ask.
With the advent of gpu accelerated physics (http://www.gdcvault.com/play/1018185/GP ... Rigid-Body) I was wondering how the synchronization between the CPU & GPU will affect the performance gains. In a game engine we'd need to synchronize game logic, A.I. etc with the results from a physics step, won't this requirement undermine the extra performance gained by simulating on the gpu? Is the current cpu-PCIe-gpu roundtrip efficient enough to synchronize a massive gpu physics sim with a 30hz gamelogic / ai loop?
I couldn't find too much info on this topic, but this "best practice" article seems to confirm some of my doubts: https://developer.nvidia.com/content/ma ... anetside-2
And this one too: http://gamedev.stackexchange.com/questi ... nd-the-gpu
Any thoughts or does anyone have some examples showcasing pure gpu physics in an interactive environment like a game?
Cheers,
Martijn
Sorry for the crosspost (http://gamedev.stackexchange.com/questi ... game-logic), but I thought this forum might be an appropiate place to ask.
With the advent of gpu accelerated physics (http://www.gdcvault.com/play/1018185/GP ... Rigid-Body) I was wondering how the synchronization between the CPU & GPU will affect the performance gains. In a game engine we'd need to synchronize game logic, A.I. etc with the results from a physics step, won't this requirement undermine the extra performance gained by simulating on the gpu? Is the current cpu-PCIe-gpu roundtrip efficient enough to synchronize a massive gpu physics sim with a 30hz gamelogic / ai loop?
I couldn't find too much info on this topic, but this "best practice" article seems to confirm some of my doubts: https://developer.nvidia.com/content/ma ... anetside-2
And this one too: http://gamedev.stackexchange.com/questi ... nd-the-gpu
Any thoughts or does anyone have some examples showcasing pure gpu physics in an interactive environment like a game?
Cheers,
Martijn