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Havok divides the physics simulation into ''effect'' and ''gameplay'' physics, with effect physics being offloaded (if possible) to the GPU as [[Shader Model 3.0]] instructions and gameplay physics being processed on the CPU as normal. The important distinction between the two is that ''effect'' physics do not affect gameplay (dust or small debris from an explosion, for example); the vast majority of physics operations are still performed in software. This approach differs significantly from the PhysX SDK, which moves all calculations to the PhysX card if it is present.
Since Havok's acquisition by [[Intel]], Havok FX appears to have been shelved or cancelled.<ref name="Shilov2007">{{cite web |title=GPU Physics Dead for Now, Says AMD’s Developer Relations Chief |last=Shilov |first=Anton |date=2007-11-19 |accessdate=2007-11-26 |publisher=Xbit Laboratories |url=http://www.xbitlabs.com/news/multimedia/display/20071119065621_GPU_Physics_Dead_for_Now_Says_AMD_s_Developer_Relations_Chief.html |deadurl=yes |archiveurl=https://
==Vs. GPUs==
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