Dictator93
Member
BTW, PC users, maldo etc... I figured out the GPU PhysX was indeed not working in the game. THe advanced PhysX option would delegate those PhsX to the CPU (the extra debris, etc...). It is pretty easy to test this right now just by unloading a magazine at the wall with GPU physX enabled and multi-card. One card, if GPU physX is on, should show higher utilization the more you shoot the wall. Currently the original and LL do this, but redux does not.
Changing the physX packages in the game to a more recent group (from the game daylight), I was able to enable the GPU physX and have the indicator show in game.
Problem with this? On my rig, in Tri-SLI this causes pretty big stutter as soon as the physX objects come on the field. Changing the PhysX usage in NVCP to CPU... fixes this completely. The FX also look the EXACT SAME.
Strange... huh?
Changing the physX packages in the game to a more recent group (from the game daylight), I was able to enable the GPU physX and have the indicator show in game.
Problem with this? On my rig, in Tri-SLI this causes pretty big stutter as soon as the physX objects come on the field. Changing the PhysX usage in NVCP to CPU... fixes this completely. The FX also look the EXACT SAME.
Strange... huh?