God forbid NOOOO ... PhysX are run locally in TSW otherwise you would get HIGH lag on each cast ... AOE would have to be transited back and forth all the time . The PhysX engine handle both the newtonian physics calculation , particles , auras , and other effects being rendered locally on your machine . Cuda cores have the possibility to calculate and render all the above mentioned at much HIGHER speed than your CPU can dream about .. a mid range Cuda engine would support 2048 cores that would mean hundreds upon hundreds of calculations at 60 FPS , rendering them and sending them for display. The only part that is transacted back and forth during a fight with the server is your position (your XYZ coordinates as well as the position of each participant in the party , mobs , AOE's etc).The PhysiX and the CUDA files are there in TSW , you can see them as APEX_BasicIOS_x86.dll APEX_emitter_x86.dll etc. You also have Cudart32_30_9.dll and Cudart64_30_9.dll which would actually mean TSW is only using Cuda 3.0 whereas to this day the development version of Cuda is version 6.5 for PRODUCTION.So as you can see there is LOT of room for progression . By the way Havok uses PhysX through expansions. I won't bore you with the details but you can find them right hereI dont see 2K dedicating the calculation to the CPU on their effects among others. TSW's engine while having its wrinkles is not a bad engine and is highly transactional. The lag issues during events etc is something Completely different from the bug i am discussing in that post.