Be careful in how you define "cycles". We've all heard of the mythical "188
Hz" GPL physics engine which does these 188 (I think that's the number)
separate calculations per second in its physics engine. That does NOT
translate into 188 CPU cycles per second. Each of those 188 calculations is
potentially hundreds of lines of code, corresponding to thousands of CPU
cycles each. So each second's worth of physics could require (say) 150,000
CPU cycles.
I have seen articles proposing PPU's, or Physics Processing Units, which
could actually do an "angular momentum" or "rigid body rotation" calculation
in one cycle. If those every see the light of day then a 188Hz physics
engine really could translate to 188 cycles.
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> In a computer the physics model means nothing in terms of computing
> power, think that your system can do 1,000,000,000 cycles per second,
> so to compute a mere 256 operations per second which is what the
> physic model of GPL is like (and we know it's very advanced you have
> about 1G/256 cycles of computer power to do 1 GPL "frame"....
> that's a lot, besides that the physics model of GP1on my trusted
> AtariST with a 6800 8 bits processor running at a fantastic 2.8 Mhz
> was quite okay, the gfx were ***by today's standards but the
> physics were okay at the time...
> Botom line is physics is a piece of cake for computer, gfx is more
> complicated.
> > >F1RC -is- a good example, this game is graphically so much more
> > >advanced than any other racing sim, yet with a full field it runs
> > >better than -any- other racing sim I own.. and that includes
> > >2-year old GPL..
> > True. But, does it also have a sophisticated physics model? I think
> not.
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