- Oct 3, 2009
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From my gross understanding of how big, 3D games work, the CPU works out where and how everything in the engine interacts, and then sends the data off to the VGA for everything to get skinned in eye-candy.
I figure that the evolution of 3D adapters has been to off-load more and more of the actual processing of the visuals to the GPU; with the graphics cards more recently having gained the ability to add geometry or particles to the final scenes. But it seems to me that no GPU physics has yet been able to add to the gameplay beyond that extra eye-candy.
As an example, think back to the HL2 gravity gun -- That, to me, was a fun inclusion of game-world physics: Stuff reacted in a manner reasonably similar to real-world physics; it impacted gameplay in an interactive way. Suppose HL2 was given the Mafia 2 treatment, I could easily imagine there being oodles of non-interactive debris exploding from the spot on a wall where I'd shoot whatever was loaded into my gravity gun, but I'd still only be able to go pick up the one object I'd initially picked up and shot; the debris are there in appearance only; I can't actually go pick one of them up and shoot it out of the gravity gun. See what I mean?
Is it even feasible with current hardware (but better software) to have the GPU handle physics calculations and then feed those back into the game-world in a fashion which would control interactive objects in the game? Something beyond billows of smoke, splatters of goo, shattering of glass, waving of hair, etc?
Or are the interactive parts of game physics bound to remain under the purview of the CPU, with only purely cosmetic "physics" enhancements getting done on the GPU?
I figure that the evolution of 3D adapters has been to off-load more and more of the actual processing of the visuals to the GPU; with the graphics cards more recently having gained the ability to add geometry or particles to the final scenes. But it seems to me that no GPU physics has yet been able to add to the gameplay beyond that extra eye-candy.
As an example, think back to the HL2 gravity gun -- That, to me, was a fun inclusion of game-world physics: Stuff reacted in a manner reasonably similar to real-world physics; it impacted gameplay in an interactive way. Suppose HL2 was given the Mafia 2 treatment, I could easily imagine there being oodles of non-interactive debris exploding from the spot on a wall where I'd shoot whatever was loaded into my gravity gun, but I'd still only be able to go pick up the one object I'd initially picked up and shot; the debris are there in appearance only; I can't actually go pick one of them up and shoot it out of the gravity gun. See what I mean?
Is it even feasible with current hardware (but better software) to have the GPU handle physics calculations and then feed those back into the game-world in a fashion which would control interactive objects in the game? Something beyond billows of smoke, splatters of goo, shattering of glass, waving of hair, etc?
Or are the interactive parts of game physics bound to remain under the purview of the CPU, with only purely cosmetic "physics" enhancements getting done on the GPU?