Yes Nvidia would be quite fortunate to have PhysX dominate as Glide did, but my point is to how it may wind up coming to an end.
Big difference is nVidia is offering it to other IHVs, if 3Dfx had done the same there is a good chance it would have kept them afloat for several more years. I'm sure Rendition and S3 would have signed up given their alternatives.
And all is good here, I hope the same for you. Just think, while we have been talking about Glide and such here for years, many of the kids around now don't even know what it even was.
All is well here thanks
Yeah, I think we may be predating BFG too, thought he was closer to our age, but I guess I am off on that one(either that, or maybe he wasn't into PC games in the mid 90s).
Not from Carmack's side it wasn?t. From Carmack's side it was developed to require an OpenGL ICD which is why it worked on workstation cards.
He patched it that way, the original version of GLQuake would ONLY run on a board that supported Glide. My copy that I have on CD is the original GLQuake- I still get the missing 3dfxgl error until I modify the file structure or patch the game. Carmack very much developed GLQuake from the beginning for Glide based parts and then added in open standard support later(which honestly was the smart thing to do at the time given the realities of the market). I had several *real* OpenGL workstation cards at the time and non of them would run GLQuake by default when it first shipped- my 3Dfx parts did without issue though.
Again PS 2.0 was an open platform standard supported by both Direct3D and later OpenGL, and was supported by multiple vendors.
Interesting viewpoint- when the R9700Pro shipped D3D didn't support anything close to PS 2.0 and OpenGL hasn't had core support for that level of shaders until a few weeks ago(literally). OGL 3.0 is the first version that natively supports that level of shader functionality being exposed to all vendors. Now yes, you could say that vendors were free to use their own proprietary extensions which is very valid- how is PhysX really any different then that?
Any game that used the desktop color depth (most OpenGL games) could be forced in 32 bit mode. Additionally, since ATi's AA at the time didn't work in 16 bit games, they started forcing some titles into 32 bit mode like System Shock 2. On top of this, many drivers had options to force higher Z buffer depths into 16 bit games.
ATi broke a ton of games doing this, I was there, I remember the huge debacle. OpenGL games tended to work without issue as it was a FAR more robust API- most games during that time era were Glide/D3D native, and they regularly broke if you forced them out of their native color depth.
No, the question is if PhysX will be supplanted by open standards that work with multiple IHVs.
I don't the question is 'if' at all, but when. If it is within the next six months, it will simply be another example of nV forcing MS to get on the ball. If it is in three years then we are likely to see PhysX hang around for quite some time.
Pantalaimon-
Why do you think that MS has to choose only one or the other? The Xbox360 is leading the PS3 in sales of hardware and software no matter that the PS3 might have an edge in technical specs as I understand, and its a large lead enough that some doubt the PS3 would be able to catch up anymore before the it's time for the next gen consoles.
I believe that the Xbox and PC platform for MS does have some inter-dependencies, and I think DirectX with physics added can be it. So if they prop up that, and even if it affects mainly the PC side, it can help the Xbox360 side in a fast enough time as well, if the new physics stuff is compatible to the console as well. Actually that might even give them even more incentive to accelerate the development and implementation of physics into DirectX. I know that there's many ifs, but when it comes to MS, you really can't underestimate the length they will go to to gain an edge when they put their minds to it.
A few things- one is that MS on a global basis has less then 8Million unit lead over the PS3 right now. To put that in perspective, Nintendo will sell more Wii's then that in the quarter we are currently in. Their lead isn't in the league of being insurmountable- in fact for time on market the PS3 is still ahead of the 360. MS does very much need to keep in mind where they are at in terms of the overall marketplace.
As far as physics SDK helping out the 360- it lacks the power to handle it. The PS3 doesn't have it in their GPU either- but the CPU that was so heavily bashed in the PS3 handles one thing very well(well, two, but vertex calcs are done by dedicated hardware anyway
) and that is physics. I linked an article previously discussing the technical details- Cell is far closer to a PPU then nV and ATi's GPUs are to each other.