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NVIDIA PhysX SDK 2.8.4.2 发布,支持 SSE2 指令扩展优化

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1#
发表于 2010-8-17 10:10 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
2#
 楼主| 发表于 2010-8-17 10:19 | 只看该作者
General

Removed PhysX Loader source code from source distribution.
Discontinued the Training Programs.
Added source code of NxTetra (tet-maker) utility to source distribution.
Removed spin waits from sample code.
Added API to permit the user to specify the order in which compartments are simulated.
Added compression limits to cloth.
Cloth simulation no longer performs prediction for kinematic rigid bodies for improved interaction behavior.
New driverless loader option for PC CPU distribution.
Better rotation matrix input validity checking.
Made Desc::isValid() more verbose.
CUDA errors are now reported to the debug stream.
Added extended scene statistics for GPU memory usage.
Lowered the default GPU memory heap size to 32 MB from 128 MB. You
may use NxPhysicsSDKDesc::gpuHeapSize to change how much GPU memory is
allocated for physics.
Disabled GPU acceleration by default. Clear NX_SDF_NO_HARDWARE to
enable it.
Corrected inertia and volume computation for capsule. For the same capsule
dimension and density, the mass and inertia is slightly different compared to
the previous release.
Supported Devices

The supported devices are the same as for PhysX 2.8.1 (see below), except that the AGEIA PhysX Processor (PPU) device support was removed.
Performance

Enabled /arch:SSE2 compiler switch for all optimized PC builds.
Optimized PS3 SPU Memory Manager
Optimized AgPerfmon AgPerfUtils wrapper
Optimized cloth simulation on PS3, XBOX 360, PC CPU
Fixed Bugs

Debugged PS3 SPU Memory Manager
Fluids now collide properly when static shapes are removed or added.
Fixed crash bug in character controller sample.
Fixed a number of bugs in the HSM.
Known Issues and Limitations

Please also see the previous lists from 2.8.3 and earlier.
API changes

Cloth
NxCloth::getShapePointers() no longer returns shape flags.
Added methods to NxCloth and members to NxClothDesc to set compression parameters.
NxCloth::setFlag() can no longer be used to change NX_CLF_BENDING_ORTHO, use flag in NxClothDesc instead.
Fluids
Removed NxFluidFlag::NX_FF_ENABLE_STATIC_FRICTION. Static friction is enabled by default now.
Removed NX_SDKF_EXTENDED_DESCRIPTOR.
Added NxPhysicsSDK::resizeGpuHeap() to allow changing the GPU heap size after SDK creation. See the GPU Memory section of the User’s Guide for details.
NxPhysicsSDKDesc::flags has NX_SDKF_NO_HARDWARE set by default.
Added checkValid() method to descriptors that return an error code instead of the boolean of isValid().
The experimental NxScene::simulateCompartments() method has been added. It gives more control over the order in which compartments get simulated.
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3#
发表于 2010-8-17 11:13 | 只看该作者
现在支持SSE2有什么作用?
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4#
发表于 2010-8-17 13:50 | 只看该作者
支持多核心的处理器了?
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5#
 楼主| 发表于 2010-8-17 13:53 | 只看该作者
支持多核心的处理器了?
cym1102 发表于 2010-8-17 13:50


PhysX 是世界上第一个支持多处理器并行计算的物理 API。
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6#
发表于 2010-8-17 14:28 | 只看该作者
PhysX 是世界上第一个支持多处理器并行计算的物理 API。
Edison 发表于 2010-8-17 13:53



    想问问E大   是安装了这个就能支持SSE2指令扩展优化了
              还是指以这个版本SDK所开发的游戏、demo才有SSE2指令扩展优化?
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7#
发表于 2010-8-17 15:28 | 只看该作者
只是重新编译,打开/arch:SSE2选项编译罢了,实际上没多少有意义的SSE2代码,性能提高也不大。
真正的SSE2优化是一项非常大的工程。
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