Review: nvidia - PhysX-FleX in Fallout4

SoNic67

Distinguished
I have Fallout 4 with the PhysX-FleX patch. The game was very playable in 1080p at ultra settings, but without the debris and HBAO+. Once I have installed those the game was stuttering when a lot of debris where flying in the air. I was wondering what are the actual requirements for the FleX at the Ultra settings.
I had an older GT 730 card - Kepler GK208 version, 384 Shaders/32TMU's/8ROP's, 1GB GDDR5 64-bit, occupying a single slot, no additional power connector, had an empty PCIe (x16 running at x8) slot in my PC, so I decided to install the card and dedicate it to PhysX.
The results where fantastic, so I decided to run two instances of GPU-Z and capture the utilization in the game. At some point I kept throwing grenades and that was making lots and lots of debris - it was at that point where I alt-tab and took the screengrab.

This is how I dedicated the GT 730 for PhysX:

Dedicate_PhysX.PNG


Those are the advanced settings in Fallout 4 (all on Ultra, the distance tab is the same, at max everything):

Ultra.PNG


And this is the result of monitoring the game. Note that the last values are very low because I have just alt-tab out of the game, but you can appreciate the previous values. For the GT 730 I had the mouse hovering over the max value in the graph, so it shows that value as @.
The GT 730 usage was at 69%, while it's memory usage was minimal (less than 128MB).
The GTX960 was at 85-95% utilization, with the video memory at 1.8GB (for all those details at Ultra). Note the temperature and fan rpm's, this is a very cool running card.
The CPU utilization was at only 40% (Xeon 6 core with HT), and I had plenty of free RAM, so it wasn't bottlenecking the results for video cards.


Utilization.png


So, in conclusion, based on usage of my GT 730, looks like the FleX effects can take 480-500 GFlops of processing power - at least in this game.
GTX 960 looks like it needs all the 2365 GFlops to run this game ay 1080p fluidly.
GTX 970 that has theoretically 3494 GFlops, because it has an extra 1000 (double of needed) it would look like it could handle both tasks easily. But I have read that it still has micro-stuttering (maybe because of context switching), so maybe a dedicated card for PhysX is still a better option.
 
Nice review. I made a comment elsewhere that PhysX in Fallout 4 has minimal impact on performance, mainly due to this video and review websites that I have seen.

This one is using a Titan (I think the original ~GTX 780 version).
[video="https://www.youtube.com/watch?v=uJSG_GIsbOM"][/video]
 
I saw also some reviews, but they where all either on Titan or on GTX 980. That's fine and dandy, those cards are overkill anyway for gaming at 1920x1080. But on my GTX960, the debris on ultra would make the game really un-playable, that's what made me make this little "investigation".
I have estimated that it used 480-500 GFlops in my configuration, that's not really something to ignore, it's 20% of what GTX 960 has.
On nVidia official website they are talking about minimal and recommended configurations for old PhysX. I think FleX solver is much more intensive, mainly because of more advanced calculations and effects.
I am happy that I found a good use for my older GT 730, maybe there are other people that are in this situation...
 
Did flex specifically need physx 3? If flex is the same as APEX module then it night be possible to use them on top of other physic engine other than PhysX (also means compatible with older version of PhysX)
 
You can think it like those APEX module. For example there is specific module to simulate cloth and there is another for smoke turbulance. But current cpu actually already powerful enough that some of this effect can be calculated even with cpu only. Take batman arkham knight for example. I played the game and i see some of effect that in the past will not available unless gpu physx being turned on. The game use heavily modified UE3 engine with it's PhysX engine has been upgraded to PhysX 3 instead of PhysX 2 that used in vanilla UE3 engine.
 
In nvidia Control Panel, FleX is controlled by the "PhysX" setting.
The effects possible in FleX are more elaborate than the ones in vanilla PhysX, so I guess that's why they are more computing intensive.
 

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