some more thoughs
Perhaps PPUs might be useful for online gaming where the physics have to be calculated by the server hosting the game. Ie you’d have a dedicated server with a PPU effortlessly handling the physics for all the players connected.
maby but how much extra data would have to be esent over the intent. your realy going to limit the use of physics that way and would be little point putting such an extensive physics system in the game
by looking at CellFactor i made two judgemnts. Small level and small number of players. If there are a small number of players then the server can give every clint exactly what every player is doing at every frame, right? so the physics could be calcualted after every player recives on sever frames worth of data. all player will have axactly the same data frme wise and the card will process this exactly the same same way for everyone. the end result they have the identical resulting frame. so no additiional data is need for the actul phsics
It’s easy to parallellizise gfx because you send instructions to it and forget it until next frame while with physics you send calculations and then have to poll for the results. Requiering some form of threading or similar solution.
maby not. graphics is mainly sending data to the card. would physics card not already hold the data on the crad all the time then send mainly back to the CPU rather then the CPU only sending small amounts of data e.g. where a rocket has exploded. and there is little need for CPU control like someone said you cant optimise physics buy cutting out unseaable calcualtions