Hello, I’m new to PhysX and didn’t live through the different upgrades. I’m starting with version 4.0 and am bringing this post back to life as I still have some questions on my mind.
I have read that PhysX will be concentrating on the precision of its simulations. Is there any documentation which shows the quantitative precision of PhysX ? or a comparison with some other “real world” simulations which shows that the physX solution is 1-5 or 10 %away from the “real” solution in a best/worst case scenario ? For example in a set of gears or a chain of multi jointed objects, up to what point would the forces calculated by PhysX be representative ?
I got that with “fast” moving actors interacting with “slow” actors and a 10x magnitude difference between actor masses would cause the solver some problems or to diverge from reality. Is that inherant to the fact that PhysX computes stuff with single precision floats ? Are there simplifications in the physical models which ignore some higher order components ? A combination of other optimizations ?
I see throughout this forum that people want to use PhysX for many other things than games. I think it’s awesome ! I too have a project to use PhysX as some sort of real world mechanical solver. Hence my questions on precision.
I have read here : https://devtalk.nvidia.com/default/topic/1046222/physics-modeling/formulation-of-the-temporal-gauss-seidel-tgs-solver/ that a technical doc will come out in a near future. Any update on that ?
Thanks a lot !