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Nvidia’s 50-series cards drop support for PhysX, impacting older games

by Alexandra Hartman Editor-in-Chief

The End of an Era: PhysX on Nvidia‘s Newest GPUs

Nvidia’s PhysX technology, once a source of both innovation and controversy, is facing an uncertain future. While open-sourced, physx’s reliance on Nvidia’s 32-bit CUDA API limits its compatibility with the company’s latest 50-series GPUs.

This means that running 32-bit games with PhysX enabled on a 50-series card often results in physics calculations being offloaded to the CPU instead of the GPU. This can lead to critically important performance issues,with one Redditor noting that demanding games like Borderlands 2 “run terrible” when PhysX is enabled.

Nvidia’s 50-series cards drop support for PhysX, impacting older games

“See that smoke? It’s from Sweden, originally.”

Credit: Gearbox/Take 2

The shift away from PhysX reflects a broader industry trend towards more streamlined and efficient graphics solutions. While some developers integrated PhysX to enhance gameplay elements like destructible environments, cloth physics, and fluid simulations, others noted performance drawbacks.

Games known for their use of PhysX include Metro 2033, Assassin’s Creed IV: Black flag, and the 2013 Star Trek game.However, these titles often faced performance issues even before the advent of Nvidia’s newer GPUs.

This transition poses a challenge for game preservation, as certain aspects of these games’ functionality may become inaccessible to future generations of players. It underscores the ongoing debate about the balance between technological progress and preserving gaming history.

The future of PhysX remains unclear, but it’s likely that its role in game development will continue to diminish as developers embrace more modern and efficient physics solutions.

What lessons can game developers take from the rise and fall of physx to inform their future choices?

Expert Insights: The Twilight of PhysX – An interview with Dr. amanda hart, Physics Engineer at GameWorks Inc.

Nvidia’s 50-series cards drop support for PhysX, impacting older games

“See that smoke? It’s from Sweden, originally.”

Credit: Gearbox/Take 2

Introduction

In recent months, the gaming community has witnessed a shift away from Nvidia’s once-lauded PhysX engine. As nvidia’s latest 50-series GPUs phase out support for PhysX due to 32-bit CUDA API incompatibility, we sat down with Dr. Amanda Hart, a leading physics engineer at GameWorks Inc., to discuss the twilight of PhysX and its impact on game growth and preservation.

PhysX in Decline: What’s Next?

Archyde: With the sunset of PhysX on Nvidia’s 50-series GPUs, how do you think this will affect game development, notably those dependent on PhysX for immersive gameplay elements?

Dr.Amanda Hart (AH): It’s certainly a challenge, but not an insurmountable one. many developers are looking towards more modern and efficient physics solutions. PhysX was innovative in its time, but it’s now a legacy technology. We’re seeing developers embracing solutions like Bullet Physics, Havok, or even proprietary engines that offer better performance and scalability.

Archyde: Some argue that PhysX’s departure may hinder game preservation. How do you address this concern?

AH: That’s a valid point, especially for titles renowned for their use of PhysX like ‘Metro 2033’ or ‘Assassin’s Creed IV: Black Flag’. Though, we must remember that game preservation is not just about physics engines; it’s about ensuring that these titles remain playable and enjoyable for future generations. tools like optical disc emulation, save state functionality, and community-driven modding projects can help preserve these games’ overall experience.

Lessons Learned, Paths Forward

Archyde: What lessons can game developers take from the rise and fall of PhysX to inform their future choices?

AH: I think the key takeaway is the importance of scalability and forward compatibility. When investing in middleware or proprietary solutions, it’s crucial to consider how long it will be supported and if it can evolve with hardware advancements and industry trends. Also, having multiple physics solutions ready for deployment lets us switch mid-project if necessary.

Archyde: As we bid farewell to PhysX, what excites you about the future of physics engines in gaming?

AH: I’m realy looking forward to advancements in real-time fluid simulations, sub-surface scattering, and more complex biomechanics. I believe we’ll see a time soon when physics engines integrate these features seamlessly, further blurring the line between games and reality.

Join the Conversation

As PhysX exits the stage, what are your fondest memories of games that pushed the boundaries of physics? Will we see a resurgence of PhysX-like engines, or are we better off without it? Share your thoughts in the comments below.

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