BenSkywalker
Diamond Member
- Oct 9, 1999
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What are you talking about? Any of those vendors are free to build a video card with a DirectX driver, and they?ll receive hardware acceleration without restriction or license requirement from Microsoft.
They are free to make a device that is designed to run a MS OS or they won't get a license. PhysX runs on systems not using anything nVidia other then PhysX. That is a profound difference. This is why PhysX is a more open gaming standard then DirectX. Step outside of the narrow realm of MS dictated gaming and you'll see there is a much, much larger market.
You can?t do that with PhysX, and that?s my point. That?s what makes one an open standard while the other isn?t.
DirectX is likely the least open standard available today for gaming in terms of the major players.
Why would AMD license PhysX?
They are the last hold out. Nintendo, Sony, MS, nVidia- only one of the major players in gaming hardware has no support for PhysX. Take Dragon's Age as an example. It is a game that is using PhysX on every platform it is releasing for- PS3, 360 and the PC. One company involved in those platforms doesn't offer some level of support, ATi. Who does that really hurt?
However physics is the future for any manufacturer that wants to stay in this market and since AMD doesn't own PhysX nor Havoc, the only thing that can really ?save? them is as BFG mentioned, implementation of HW accelerated physics in DX.
While that would be great for PC exclusives, it doesn't help with the actual gaming market. Reality is right now most titles are ports, this isn't going to change anytime soon. So let's say CoD6 decides they need a physics API. They are going to sell ~6 Million copies each on the PS3 and 360 and ~3 Million copies on the PC. What physics standard are they going to use? The one that runs for 13.5 million copies of the game, or the one that only runs on 3 million(new additions to DX won't run on the 360)?
You can try and be as idealistic as you'd like, but that is exactly the type of situation that developers are looking at right now. Honestly, for the broader gaming market Havok is easily superior to a potential DX physics solution on a market basis as it runs on far more hardware. DX is simply too proprietary and closed to make real inroads in the actual gaming market. Sure, for PC exclusive offerings a DX native physics solution would be ideal, it would allow developers to leverage GPU power in a way that the consoles would have trouble with. Problem with that is twofold, the big one is they didn't do it with DX11, second which is caused by the first is more then likely by the time they do get it done the next gen will be right around the corner and end up wiping out any potential they could have built up(why swap development to this newly released standard that I'm going to have to replace in six months when the next gen SDKs come out).