pain.angel
Gawd
- Joined
- May 6, 2005
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GDHardware has a response from Ageia to Tom Yates' interview with gamespot.
http://www.gdhardware.com/interviews/agiea/havoc/002.htm
http://www.gdhardware.com/interviews/agiea/havoc/002.htm
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jdLordHelmet said:I say hardware physics will never be needed. The comparison of hardware graphics versus hardware physics is apples to oranges. Graphics have a long, long way to go. We still haven't reached photo-realistic graphics, and it will be a long time before we truly do. Physics, on the other hand, is far simpler to calculate, and much, much less computationally expensive than graphics. There is only so far you can go with physics, and the Havok engine is pretty close to it (at least within sight of it). Our processing power is increasing at a rate far greater than the computational requirements of game physics. Quite simply, the power needed for physics is a joke compared to graphics. Unless you are trying to give complex physics to every drop of rain in a storm, it just isn't going to be needed.
We may have good physics in games, but those physics are only available on select objects in a game....i.e. a box, a car, etc. The processing in a ppu will allow games to be coded much more liberally, where there are much fewer static objects in a game world, and many more destructable, moveable objects. So yes, physics now are good enough, but the PPU will allow physics to be more widespread.jdLordHelmet said:I say hardware physics will never be needed.....
jdLordHelmet said:I say hardware physics will never be needed. The comparison of hardware graphics versus hardware physics is apples to oranges. Graphics have a long, long way to go. We still haven't reached photo-realistic graphics, and it will be a long time before we truly do. Physics, on the other hand, is far simpler to calculate, and much, much less computationally expensive than graphics. There is only so far you can go with physics, and the Havok engine is pretty close to it (at least within sight of it). Our processing power is increasing at a rate far greater than the computational requirements of game physics. Quite simply, the power needed for physics is a joke compared to graphics. Unless you are trying to give complex physics to every drop of rain in a storm, it just isn't going to be needed.
Terra said:People said the same thing when 3D graphics cards came out...
And I don't even thing you have grapsed how many compuation just a 1000 real-time physics obejcts would require...
Terra...
Yea I kind of agree, but supposedly a dedicated, specialized processor is much better for graphics. you could make the same argument that you could throw away all video cards and just use one of the CPU cores to do graphics, but 3d accelerators are so much better at rendering graphics that this isn't feasible.stelleg151 said:I think the PPU is coming out at the wrong time considering multicore processors are taking over, I think it might be easier for programmer just to dump physics processing onto an extra core. Look at the consoles that are coming out, none of them are using PPU's as far as I know, but they all have at least 3 cores. (at least 360 and PS3 do) This implies that the future of physics processing is not in an extra card but simply another advantage of multicore processors.
jdLordHelmet said:I say hardware physics will never be needed. The comparison of hardware graphics versus hardware physics is apples to oranges. Graphics have a long, long way to go. We still haven't reached photo-realistic graphics, and it will be a long time before we truly do. Physics, on the other hand, is far simpler to calculate, and much, much less computationally expensive than graphics. There is only so far you can go with physics, and the Havok engine is pretty close to it (at least within sight of it). Our processing power is increasing at a rate far greater than the computational requirements of game physics. Quite simply, the power needed for physics is a joke compared to graphics. Unless you are trying to give complex physics to every drop of rain in a storm, it just isn't going to be needed.
I don't think anybody knows the answer to this problem. I'm buying it, and I don't have unlimited funds, but who knows how many others will.LoneWolf said:I'd like to see a company like Ageia produce a less expensive product, or PhysX processors that could be added to a graphics card, rather than a separate product.
Are physics in games relevant? Yes, but so is price. Most gamers are already shelling $150-400 for a graphics card;tell a gamer they'll need to shell another $200 for a PPU card, and I'll bet that over two-thirds of them will balk.
The way to program for non-ppu systems is so make explosions, etc, "dumber". In other words, you shoot a rocket at a wall, and a hole in the wall appears. I shoot the same rocket at the same wall, and I see all the particles, hunks of wall, shrapnel from the rocket, etc. rendered, and the same hole appears through the smoke.If less than a third of gamers owns one of these cards, developers will be less likely to code support for them. They're in it for money like everyone else, and if 60% of people out there can't play a game because they don't have the hardware, that game isn't going to make its development money back. Sure, a separate code-path could be written for computers that have the PhysX card, but what will the additional development costs be to do so?.
jdLordHelmet said:Unless you are trying to give complex physics to every drop of rain in a storm, it just isn't going to be needed.
right now programmers have to do "pre-planned" reactions for certain actions, if it isnt "pre-planned" nothing will happen, a dedicated ppu will allow multiple reactions for actions without the "pre-planning"... so if you had a bridge that you shot an rpg at in todays game no matter where you hit it it would be destroyed or if it wasnr programed nothing would happen... with a ppu you would have to hit the bridge in a structurally critical area for it to be destroyed
Put me down as a "PPUP"--- a ppu phanboi!Brent_Justice said:oh noes, i see it now
ATI vs. NVIDIA = GPU as PPU vs. Dedicated PPU
I have no idea what you just said, but I think you are saying that, essentially, if we have hella-insano physics, we will need hella-insano video cards, correct? Video cards already render things like grass waving in the wind, so why can't a PPU enable that grass to move realistically as a result of the wind, and me walking through it, etc?jdLordHelmet said:I'm an amateur graphics programmer. Some of the stuff you guys are talking about goes beyond what we think of when we say "physics" and gets into things that would require a complete overhaul of how we create the graphics that show on your screen. Graphics is about drawing polygons and mapping textures to them, and physics is about moving those polygons around in a realistic way. From that perspective, stuff like deformation, entropy, "blowing holes in walls", etc, is gonna take a lot more than just physics. If fact, blowing realistic holes in walls has nothing to do with physics, in the graphics programming sense of the word. At that point, you aren't even dealing with polygons, you would be dealing with some type of pixel-by-pixel mapping or some other kind of wacky, not-yet-created method. Which makes sense, if you look at graphics progression through a sort of calculus filter, as graphics get better, the number of polygons gets larger/the size of polygons get smaller - eventually we may end up with polygons 1 pixel large - in other words, just plotting billions of 3D pixels instead of polygons (this is already done, but not for entire scenes). The "physics" for such an engine would be insane, sure, but all of it would be insane. I still say a physics card will never be needed. Ok, let me rephrase that: a physics card should never be needed. Physics will always be a laughably inexpensive venture compared to graphics.
jdLordHelmet said:If fact, blowing realistic holes in walls has nothing to do with physics, in the graphics programming sense of the word.
jdLordHelmet said:I'm an amateur graphics programmer. Some of the stuff you guys are talking about goes beyond what we think of when we say "physics" and gets into things that would require a complete overhaul of how we create the graphics that show on your screen. Graphics is about drawing polygons and mapping textures to them, and physics is about moving those polygons around in a realistic way. From that perspective, stuff like deformation, entropy, "blowing holes in walls", etc, is gonna take a lot more than just physics. If fact, blowing realistic holes in walls has nothing to do with physics, in the graphics programming sense of the word.
Physics could be doing a lot more. I, for one, and tired of sprites. I want holes dammit!jdLordHelmet said:I say hardware physics will never be needed. The comparison of hardware graphics versus hardware physics is apples to oranges. Graphics have a long, long way to go. We still haven't reached photo-realistic graphics, and it will be a long time before we truly do. Physics, on the other hand, is far simpler to calculate, and much, much less computationally expensive than graphics. There is only so far you can go with physics, and the Havok engine is pretty close to it (at least within sight of it). Our processing power is increasing at a rate far greater than the computational requirements of game physics. Quite simply, the power needed for physics is a joke compared to graphics. Unless you are trying to give complex physics to every drop of rain in a storm, it just isn't going to be needed.
jdLordHelmet said:That's just not true. We've had physics to do what you describe - shooting a certain part of a bridge to make it collapse due to physics - even before we had the Havok engine (Max Payne 2 even had stuff like that). Do I even need to mention some of the physics-based traps and such from HL 2?
Terra said:People said the same thing when 3D graphics cards came out...
And I don't even thing you have grapsed how many compuation just a 1000 real-time physics obejcts would require...
Terra...
jdLordHelmet said:I'm an amateur graphics programmer. Some of the stuff you guys are talking about goes beyond what we think of when we say "physics" and gets into things that would require a complete overhaul of how we create the graphics that show on your screen. Graphics is about drawing polygons and mapping textures to them, and physics is about moving those polygons around in a realistic way. From that perspective, stuff like deformation, entropy, "blowing holes in walls", etc, is gonna take a lot more than just physics. If fact, blowing realistic holes in walls has nothing to do with physics, in the graphics programming sense of the word. At that point, you aren't even dealing with polygons, you would be dealing with some type of pixel-by-pixel mapping or some other kind of wacky, not-yet-created method. Which makes sense, if you look at graphics progression through a sort of calculus filter, as graphics get better, the number of polygons gets larger/the size of polygons get smaller - eventually we may end up with polygons 1 pixel large - in other words, just plotting billions of 3D pixels instead of polygons (this is already done, but not for entire scenes). The "physics" for such an engine would be insane, sure, but all of it would be insane. I still say a physics card will never be needed. Ok, let me rephrase that: a physics card should never be needed. Physics will always be a laughably inexpensive venture compared to graphics.
What is the point of going after photorealistic graphics if each drop of rain won't move realistically?jdLordHelmet said:I say hardware physics will never be needed. The comparison of hardware graphics versus hardware physics is apples to oranges. Graphics have a long, long way to go. We still haven't reached photo-realistic graphics, and it will be a long time before we truly do. Physics, on the other hand, is far simpler to calculate, and much, much less computationally expensive than graphics. There is only so far you can go with physics, and the Havok engine is pretty close to it (at least within sight of it). Our processing power is increasing at a rate far greater than the computational requirements of game physics. Quite simply, the power needed for physics is a joke compared to graphics. Unless you are trying to give complex physics to every drop of rain in a storm, it just isn't going to be needed.
LoneWolf said:I'd like to see a company like Ageia produce a less expensive product, or PhysX processors that could be added to a graphics card, rather than a separate product.
Are physics in games relevant? Yes, but so is price. Most gamers are already shelling $150-400 for a graphics card;tell a gamer they'll need to shell another $200 for a PPU card, and I'll bet that over two-thirds of them will balk.
If less than a third of gamers owns one of these cards, developers will be less likely to code support for them. They're in it for money like everyone else, and if 60% of people out there can't play a game because they don't have the hardware, that game isn't going to make its development money back. Sure, a separate code-path could be written for computers that have the PhysX card, but what will the additional development costs be to do so?
Even if the Ageia PhysX product is groundbreaking, without games to support it, it's just a pretty piece of hardware. One might point to it as the possible 3dfx Voodoo of today, but back when the Voodoo came out, a basic 2MB/4MB DRAM-based PCI graphics card cost far less than the cards of today, so having both the graphics card and the Voodoo wasn't nearly as hard on one's wallet as this will be. Ageia's product is one that I hope will do some neat things --but I'd like to see it within the realm of affordability.
AndoOKC1 said:I have to disagree with the second paragraph...alot of what we see with games arent supported by more than a 1/3 of the gaming population...such things include sounds cards that support things like X-FI, EAX, Dolby Live but game companies still implement them for those that do. Most people dont even have the hardware to run alot of their games with the eye candy all on. If you look at Half Life 2 system survey ...most people still run Nvidia 5200's, ATI 9600 and 9800. These are barely capable of any AA or AF and other options at high resolutions. I dont believe for one second that game companies produce for the general population b/c that would only create and an average game for the average player. Instead they code for the highest end systems that can support the features that put their game on the map and those that cant run it just have to run the game sub-optimal and those that can will enjoy the game as the programmers intended (100% eye and ear candy).
Dont get me wrong, they keep the average player in mind but that is done simply with on/off options for AA AF, and different resolutions. THis I believe will be the same mechanism for implementing the physics processor. Just an option...
Since you brought up voodoo...i remmeber when i got my voodoo2 and some games would let me use it by selecting it optionally. This is the same picture im seeing for the PPU.
CPU manufacturers are churning out Dual-Core CPUs faster than Michael Jackson on his way to "Visit" an orphanage.
XSNiper said:If they make another card that cost $200+ just to calculate physics, I'm moving to consoles for gaming, period.
Ok, see 'ya laterXSNiper said:If they make another card that cost $200+ just to calculate physics, I'm moving to consoles for gaming, period.