Only non gameplay interacting Physx run on Nvidia GPUs, any effect that interacts with the gameplay runs on the CPU.
Also, Physx never, ever ran on AMD GPUs!
What Nvidia patched away was being able to use an Nvidia card for Physx with an AMD card as your main GPU!
This is coming quite from behind! Psysx ran on AMD cards, in fact it still can, if you properly patch it to run.
As for the specifics between gameplay and abstract physics being done by cpu or gpu on physx, I don't think so, for there was a clear rift going on between physx approach and havok fx. But I'm sure you can do whatever you want on cpu if you see fit, seeing it runs (and can even be forced to) run like that
And the consoles never used GPUs for physics.
This gen they probably will. Physx announcement wouldn't make sense otherwise.
There is no point. Ue3 already supports the wiiu there is no reason it need ue4. I don't think anyone still believe the wiiu has enough power to run next Gen games. They would have to be ported down and they can just use ue3 for that port.
Trying to shoe horn these next Gen engines on the wiiu would not look pretty....
You're pretty damn clueless aren't you?
You could push PS4 and X720 with UE3 and going from your statement, doing so would be more advantageous than using UE4; because UE4 is clearly more intensive and these platforms are not really all that powerful, I mean they can't even keep up with their PC tech demo. See how your logic got flipped?
Perhaps the whole reason for Epic not wanting to have it on Wii U is because it won't get to PS4/X720 level of leap, and they want to have a leap at all costs for their flagship, but truth is that leap is only enabled by the extra power and UE4 doesn't humiliate say, the Samaritan Demo (UE3.9) and it's supposed to be more scalable than UE3 was (UE3 at first wasn't meant for mobile while this one is).
The real differences for most developers, with this new release is... as always, the development environment:
Tool Highlights
● Make updates directly in game without ever pausing gameplay with Hot Reload. This tool allows you to quickly find and edit C++ code and see those changes reflected immediately in game.
● After an update is made, Instant Game Preview gives you the power to spawn a player and play anywhere in game without needing to wait for files to save.
● The all-new Code View saves you time by allowing you to browse C++ functions directly on game characters then jump straight to source code lines in Visual Studio to make changes.
● Live Kismet Debugging enables you to interactively visualize the flow of gameplay code while testing your game.
● Now you can quickly debug and update gameplay behaviors when they happen through the new Simulate Mode. This tool lets you run game logic in the editor viewport and inspect AI as the game characters perform actions.
● View your game in full-screen within the editing environment with the Immersive View tool. This allows programmers to complete iterations on gameplay changes without added UI clutter or distractions.
● Possess/Eject Features allow at any time while playing in editor to easily “eject” from the player and take control of the camera to inspect specific in-game objects that may not be behaving properly.
Source:
http://www.unrealengine.com/unreal_engine_4/
Which is the reason this is gonna be used by developers that aren't trying to push the graphical envelope or anything instead of UE3 who "would serve them perfectly" (yeah, and enable extra work). Don't be an idiot. Using UE3 development environment, or going back to them is gonna feel like shit.
Remember how Bioshock 1/2 and Splinter Cell: Conviction kept Unreal Engine 2.5 and are still AAA games? Do you think they kept the aging development environment? Bioshock was considered hybrid at some point because they had UE3 development environment.
Similarly, why do you think some devs tried to put UE3 on the Wii? Hint, it wasn't in order to pull X360/PS3 graphics, it was in order to keep the development environment they were used to; if the development environment is the same as artists and programmers are used to, the platform chosen to put the game on can be more transparent, not having that dev-environment there though, is a disservice, and in this case a disservice by their own admission when they are quick to state it's perfectly doable.
Why do you think Capcom and Square-Enix ported MT Framework and Crystal Tools to the Wii? Same reason! This is not rocket science, houdini.
'They' ported UE3? Who's they? You have no friggin clue how Epic operate, do you? They did not port UE3 to the WiiU - their licensees did. Epic only spend effort on platforms they deem strategic for their product. WiiU is not part of their strategic plans, that much is clear. Epic themselves have stated that nothing is stopping their licensees from porting UE4 to WiiU.
But they do licence it for the Wii U, right? Outsourcing porting is common for them, they also never touched PS2 or GC environment, but sold builds for them (done by Secret Level).
With UE4 they deliberately don't. But let's not turn this into a Unreal Engine 4 thread.