LemonJoose
n00b
- Joined
- Feb 16, 2008
- Messages
- 22
This whole physics on the GPU war is going to be very interesting. It reminds me of the old 3dfx Glide vs. MS DirectX vs. OpenGL war. Glide was proprietary to 3dfx Voodoo cards, while OpenGL and DirectX were freely available to all GPU makers to support. 3dfx's Glide remained popular only as long as two things were true: 1) it offered a performance advantage over OpenGL or DirectX on Voodoo cards, and 2) 3dfx Voodoo cards had about 90% of the gamer marketshare for 3D video acceleration. Glide then died as OpenGL became better supported by id software, and also as Microsoft stepped in with big improvmenets to DirectX which made it a better-performing solution which supported all GPUs.
In this current physics battle, I see Nvidia attempting to use PhysX in the same way that 3dfx used Glide, since Nvidia currently has a marketshare advantage over AMD/ATI. Nvidia wants to convince developers to take their proprietary route to gain an advantage over AMD/ATI. The problem I see is that Nvidia's GPU gamer market share advantage over AMD/ATI and Intel is not nearly as extreme as 3dfx's market share advantage was. Also, developers hate having to support a bunch of different proprietary APIs, which is why they rapidly moved to hardware independent APIs like DirectX and OpenGL.
The other problem for Nvidia is that because Havok never required extra dedicated hardware like PhysX did, and by all accounts Havok did a better job of accelerating physics on the CPU than PhysX did even with dedicated PPU hardware, Havok is already being utilized by a larger number of PC games than PhysX is.
However the difference with this physics API battle compared to the old 3D API battle, is that Havok is also a proprietary API (owned by Intel), and there is currently no open physics API or MS-supported hardware-independent physics API being put forward as a serious contender to provide a universal solution.
I believe that Intel views Nvidia as their main competitor on the graphics front and has decided to buy time for their Larrabee video platform by working with AMD/ATI to support Havok on AMD/ATI GPUs, hoping to increase Havok marketshare in advance of releasing Larrabee, which is also sure to support Havok.
Whatever happens as this battle is played out, no matter which API (Intel's Havok, or Nvidia's PhysX) appears to be on the way to becoming the winner, look for the API which appears to be on the way to losing to be released to the open source community in an attempt to neutralize the leader's advantage by providing an open, universal API to attract more developer support. Then the pressure will be on the leading API to do the same thing. Because of this, I predict that any short-term proprietary physics advantage by either competitor will be very short lived.
I believe AMD right now is actually in the catbird's seat in this API battle, since even though they don't currently have control of their own physics API, they can play Nvidia and Intel off each other, and could potentially be the kingmaker. Or maybe they end up licensing both to become the only hardware maker to provide support for both physics APIs. However, if Intel buys Nvidia, that could be very bad news for AMD, and will be sure to spark anti-trust protests by AMD.
I also imagine that if a proprietary physics API battle drags on for too long, developers will get frustrated and go to Microsoft and beg them to add physics instructions to their DirectX API.
In this current physics battle, I see Nvidia attempting to use PhysX in the same way that 3dfx used Glide, since Nvidia currently has a marketshare advantage over AMD/ATI. Nvidia wants to convince developers to take their proprietary route to gain an advantage over AMD/ATI. The problem I see is that Nvidia's GPU gamer market share advantage over AMD/ATI and Intel is not nearly as extreme as 3dfx's market share advantage was. Also, developers hate having to support a bunch of different proprietary APIs, which is why they rapidly moved to hardware independent APIs like DirectX and OpenGL.
The other problem for Nvidia is that because Havok never required extra dedicated hardware like PhysX did, and by all accounts Havok did a better job of accelerating physics on the CPU than PhysX did even with dedicated PPU hardware, Havok is already being utilized by a larger number of PC games than PhysX is.
However the difference with this physics API battle compared to the old 3D API battle, is that Havok is also a proprietary API (owned by Intel), and there is currently no open physics API or MS-supported hardware-independent physics API being put forward as a serious contender to provide a universal solution.
I believe that Intel views Nvidia as their main competitor on the graphics front and has decided to buy time for their Larrabee video platform by working with AMD/ATI to support Havok on AMD/ATI GPUs, hoping to increase Havok marketshare in advance of releasing Larrabee, which is also sure to support Havok.
Whatever happens as this battle is played out, no matter which API (Intel's Havok, or Nvidia's PhysX) appears to be on the way to becoming the winner, look for the API which appears to be on the way to losing to be released to the open source community in an attempt to neutralize the leader's advantage by providing an open, universal API to attract more developer support. Then the pressure will be on the leading API to do the same thing. Because of this, I predict that any short-term proprietary physics advantage by either competitor will be very short lived.
I believe AMD right now is actually in the catbird's seat in this API battle, since even though they don't currently have control of their own physics API, they can play Nvidia and Intel off each other, and could potentially be the kingmaker. Or maybe they end up licensing both to become the only hardware maker to provide support for both physics APIs. However, if Intel buys Nvidia, that could be very bad news for AMD, and will be sure to spark anti-trust protests by AMD.
I also imagine that if a proprietary physics API battle drags on for too long, developers will get frustrated and go to Microsoft and beg them to add physics instructions to their DirectX API.