ASUS AGEIA PHYSX DRIVER DOWNLOAD

Dedicated card with SLI is surprisingly better on several motherboards that’s why the option is in the driver. Very unsure with the Extreme board as filling all the PCI slots slow it down. In single GPU cases, there could still be a benefit, but the more graphically intensive a scene, the less room there is for the GPU to worry about anything else. There are also lots of restrictions on the way data moves around in a GPU. Sign In Sign Up. We are certainly seeing titles coming out like Oblivion which are able to bring everything we throw at it to a crawl, so balance will certainly be an issue for Havok FX and similar solutions.

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AGEIA, gaeia the first and only consumer-oriented physics processor designer right now, has not given us as much in-depth technical detail as other hardware designers.

Exclusive: ASUS Debuts AGEIA PhysX Hardware

Graphics has become sets of highly independent mathematically intense problems. Let’s take a look a the ASUS card and then take a look at the numbers. Results 1 to 5 of 5.

We certainly understand the need to protect intellectual property, especially at this stage in the game, but this is what xgeia know. I have 2 gtx cards spare yet 1 alone with all my setup would need a new power station to run. This phyx a hard thing for us to test for explicitly, but it is easy to understand why it will be a problem when we have developers already complaining about the overhead issue.

No doubt you can use an older NVidia card for dedicated PhysX and see some gains on some game titles – if you already have a spare – but it’s not worth buying one when you can instead drop in another GPU. Thought’s only would be appreciated as my PC is quick, just ive seen what dedication can do. There are also lots of restrictions on the way data moves around in a GPU.

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How To Use the Ageia PhysX Card (PPU) With Latest PhysX Drivers | Geeks3D

State changes will be more efficient, and many more objects will be able to be sent to the GPU for processing every frame. In single GPU cases, there could still be a benefit, but the more graphically intensive a scene, the less room there is for the GPU to worry about anything else.

Even without knowing all the ins and outs, it is quite obvious that this chip will be a force to be reckoned with in the physics realm. There are ways to deal with this when tackling physics, but making highly efficient use of nearly 6 times the internal bandwidth for the task at hand is a huge plus.

Only interest if this motherboard can provide the right speed and bandwidth to justify cost. For instance, there is no way for a pixel shader to read a value, change it, and write it back to the same spot in local RAM.

The main selling points of physics on the GPU is that everyone who plays games and would want a physics card already has a graphics card. Ark ham city scarecrow nightmare is prime example of the difference.

With the possibility for games to support orders of magnitude more rigid body objects under PhysX, overhead can become an issue when batching these objects to the GPU for rendering. Physics, as we noted in last years article, generally presents itself in sets of highly dependant small problems.

CPUs aren’t able to touch this type of internal bandwidth either. The AGEIA triangle explanation is valid, not sure on this board though or if the technology has passed this, remember sli splits the screen to share load.

This won’t create a revolution, but it will get game developers to look harder at physics in the future, and that is a good thing.

These types of solutions will add a little more punch to what developers can do. Sign In Sign Up. Dedicated card with SLI is surprisingly better on several motherboards that’s why the option is in the driver. We are certainly seeing titles coming out like Oblivion which are able to bring everything we throw at it to a crawl, so balance will certainly be an issue for Havok FX and similar solutions. Sign up now Username Password Remember Me.

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We would really like to get a better idea of how much actual “work” this part can handle, but for now we’ll have to settle for this ambiguous number and some real world performance. It’s not that GPUs can’t be used to solve these problems where the input to one pixel is the output of another performing multiple passes and making use of render-to-texture functionality is one obvious solution agea it’s just that ageeia of the power of a GPU is mostly wasted aheia attempting to solve this type of problem.

Effective Memory Data Rate: A little less obviously, PhysX hardware accelerated games will also benefit from a graphics standpoint. In physics, it is much more often the case that different things need to be done to every physical object in a scene, and it makes much more sense to attack the problem with a proper solution.

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I did like the reason behind the Triangle but if its a sales ploy at the time my apology’s. Of course, we’re talking about internal theoretical bandwidth, but the best we can do for now is relay what AGEIA has told us. This will obviously make it easier for GPUs to handle doing things other ageis graphics more efficiently.