Originally posted by: John Reynolds
Yea, but with that perspective how would you explain the success of the Voodoo 1 back in '96? It too was essentially a one-trick pony that was useful only for entertainment purposes (games).
I agree, though, that AGEIA has a tough hill to climb.
Originally posted by: tuteja1986
was asus suppose to launch one arround this time :?
Originally posted by: munky
Of course it needs developers to explicitly code for it. Otherwise how would you know what code to unload to the ppu and what not to unload. It will probably need it's own API, or possibly become incorporated into future versions of DX if it gains popularity. The problem is there's not much demand for the thing, and rightfully so. It's a game we're talking about, not some mathematical modeling of a chain reaction. You can just as easily unload a lot of the calculations on the gpu because in current games the vertex processors are just sitting twiddling their thumbs half the time, waiting for the pixel processors to finish rendering the frame. Add multi-core cpu's to the equation, and I hardly see a reason to spend $200+ on additional physics HW.
Originally posted by: apoppin
r520 can already replace the PPU:QAEGIA might have a run for it's money if ATI has anything to say about it. One AIB commented today that the idea of a dedicated scalar mathematics processor for game physics could already be replicated on ATI's R520 series silicon, although drivers for such a project only exist in R+D departments (the vendor wouldn't let us have them, we tried). The idea of offloading math to a GPU is not a new idea; many projects exist for Linux for this already. However, the indication we had was that ATI could actually do physics calculations on the card with the graphics processing simultaniously -- the bandwidth is already there. AEGIA's physics processor has already been delayed well into Q2 next year.
competition
:thumbsup:
[/quote]many have heard of AGEIA and its startling announcement: they will produce a processor used exclusively to process physics related computations. Called the PPU, or Physics Processing Unit, its role will be to offload highly intensive mathematics such as realistic water movement, realistic character physical reactions to objects and the world, from the CPU to a dedicated processor. This all seems like the natural progression of things, since dedicated sound, network and other processors are commonplace.
Today, however, most processors spend their time mostly idling - you're rarely ever pushing your hardware to its limits consistently. Thus Havok, a company that's well known to game developers, has announced that it has plans to do for you what AGEIA promises, but save you money and maximize your dollar spent at the same time. Indeed, Havok has confirmed with us that they are competing with AGEIA.
The Havok FX engine is what Havok claims will provide the functionality of a PPU, but its approach is entirely different than AGEIA's. What's special about Havok FX is that it's a software engine that is currently based on Havok's widely used physics engines. However, Havok FX is designed to offload many intensive physics functions from the CPU to the GPU. Using technology available in Shader Model 3.0 and beyond, the Havok FX engine will be able to take advantage of unused resources of today's powerful GPU's and put them to use.
Originally posted by: Jeff7181
Originally posted by: munky
Of course it needs developers to explicitly code for it. Otherwise how would you know what code to unload to the ppu and what not to unload. It will probably need it's own API, or possibly become incorporated into future versions of DX if it gains popularity. The problem is there's not much demand for the thing, and rightfully so. It's a game we're talking about, not some mathematical modeling of a chain reaction. You can just as easily unload a lot of the calculations on the gpu because in current games the vertex processors are just sitting twiddling their thumbs half the time, waiting for the pixel processors to finish rendering the frame. Add multi-core cpu's to the equation, and I hardly see a reason to spend $200+ on additional physics HW.
Not from what I've read. I've read to make use of Ageia's PPU the game only needs to use their PhysX physics engine. Of course it would need drivers... what piece of hardware DOESN'T need drivers?
*EDIT* Also, your opinion about the GPU and CPU being adequate for handling the physics is based on current physics engines and technology. If you throw 10 times the physics calculations at the GPU and CPU, things are going to slow down. I think the most attractive thing about the PPU wasn't it's ability to create a destructable environment, but it's potential for better fluid simulation. Rather than having puffs of transparent textures and shader effects for smoke and water, smoke particles and water drops could be actual objects, not just shader effects and transparent textures.
Originally posted by: rise4310
i don't get it (surprise, lol). what unused gpu resources are they talking about? if games are gpu limited how are there extra resources lying around?
oblivion on my mind bump 😛Originally posted by: John Reynolds
I've said this before, but what AGEIA needs at the time of hardware launch is a AAA title that really shows an appreciable benefit from supporting the PPU, something that goes way beyond increased frame rate from the physics code being hardware rather than software accelerated. But what that title could be is a mystery to me: UT2007? Warhammer Online? It's gotta be a high profile title and there needs to be a really well thought out marketing push behind it.
Originally posted by: rise4310
oblivion on my mind bump 😛Originally posted by: John Reynolds
I've said this before, but what AGEIA needs at the time of hardware launch is a AAA title that really shows an appreciable benefit from supporting the PPU, something that goes way beyond increased frame rate from the physics code being hardware rather than software accelerated. But what that title could be is a mystery to me: UT2007? Warhammer Online? It's gotta be a high profile title and there needs to be a really well thought out marketing push behind it.
i kinda thought oblivion would be one of their AAA titles. it made even more sense when oblivion and the ppu wee both delayed late last year.
now the developers are cutting back on oblivion shadows, specifically interactive objects shadows. needless to say, i'm no graphic guru so my question is, would the use of a ppu have allowed them to leave the hdr shadows that they were showing off in the demo?