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That's what you think, in reality gravity decreases exponentially as the distance from the earth increases. Although we don't need PPU for that, there are alot more calculations to do in many games.CodeWaste said:Im wondering how sustainable this will be? Right now there is A LOT of room for improvement in graphics to get to photorealism. But say you're "rendering" gravity on a PPU,
the accelaration rate is always going to be 9.8 meters per second at 1G. even in 50 years when computers are doing things we cant even comprehend right now, accelaration will always be 9.8 meters per second at 1G.
How much room for improvement is there really going to be? is this a one trick pony?
Loctus said:That's what you think, in reality gravity decreases exponentially as the distance from the earth increases. Although we don't need PPU for that, there are alot more calculations to do in many games.
CodeWaste said:Yes but i said at 1G. if you're moving away from the earth then you are leaving a 1G envrionment.
Dr. X said:It's not really at 1g, 9.8m/s/s is 1g.
things would react according to realtime calculations of the interaction between objects, which brings a whole new level of immersion and realism.
Nuzzles said:He didn't say:
"*blows hole in the wall that aren't premodeled and I watch all the dust float around as the metal schrapnel fall to the ground and bounce a little bit, then some dust gets in my eye, I rub it, and water in my eye falls soso realistically to the floor and just misses the schrapnel then I see XSNiper turn back to face me, with the wind blowing through his hair ever so slightly, while the dust gets turned up when he walks over it*"
Or something, now did he?
He was vague, I gave him a smartass response.
Deal with it.
What he did, is possible on Red Faction.
I've done it plenty of times myself.
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.
pakotlar said:No. When you are standing on the surface of the earth, you are experiencing gravity at 1g. And 1g is 9.8 m/s^2 not 9.8m/s. Gravity is not a function of velocity, but acceleration. And don't bring semantics into physics. OT.
edit: I see you changed it to /s/s.
I think you are right.Rasha said:I think a PPU is a wonderful product and needed although i will say this: they haft to find a way to get it in prebuild systems like dell and whatnot, OR perhaps lisence it to nvidia or ati to put on there videocards or maybie the mb companies. Sure, it might work like 3d cards did and people pick up on it but i have my reservations
jdLordHelmet said:Dropping something into water and having true 3d ripples is NOT as computationally intensive as people think. You have an algorithm that processes the impact on the water, and adjusts the locations of the polygons that make up the water's surface. If you knew the amount of power it took to draw all those polygons in the first place, you'd see the physics part is nothing.

drizzt81 said:Now you could argue that the amount of processing power required to translate and rotate solid objects is minimal in comparison to rendering the actual image. And I understand that you would suggest that the number of polygons would have to increase dramatically in order to make the scene arrangement a difficult task. However, if the PPU is 'smart' enough to dynamically add polygons when deformation occurs and is able to calculate the results of collisions with greater accuracy than it is currently done (and we can all agree that most games are far from reality when it comes to things hitting each other), then the PPU will offer a signficiant benefit.
perplex said:its not 9.8, it depends where on earth's surface you are.
The only upgrade path I see them being able to head down is the performance one. Of course the physics itself couldn't be improved, but the amount of processes able to be computed could.CodeWaste said:Im asking if this is a one trick pony for consumers.
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:What I'm trying to say is that physics processing will always be a drop in the bucket compared to general graphics processing. By the time we have super realistic physics, we'll have super realistic graphics and the power needed to handle the physics relative to the rest of the game will be similar to how it is now. If you guys had ever done any game programming, it would be simple to see how primitive physics calculations really are. Not only are they far simpler than graphics calculations, but they also don't require the same memory as graphics operations. Consider that textures are all loaded into video memory - all the physics card would have to do is perform operations on objects in the scene, thus not even close to the same memory. I guess something like 1MB would be overkill for a physics card. Think about it - your TI-83 calculator for school can do all the operations a physics card would have to do, even if you were trying to model fluid dynamics. That's a major reason for having video cards in the first place - video memory. A physics card wouldn't even need it's own memory beyond a cache, since it would just be a processor. Since it is just a processor, why not just use a core on a multi-core CPU?
I wish there were an easier way to explain this for people who haven't done any 3D game programming, but unfortunately it's hard to put into layman's terms. Suffice it to say a lot of what you guys are talking about is stuff that isn't even physics, and would never be handled by a physics card anyway.
And again, I will say this already does happen. HL2 was not scripted events. Max Payne 2's primitive physics were real physics, not scripted - go into the funhouse, in the back room where they have the "physics room". Throw something at the stack of cans and watch how they react. That is physics, and it isn't scripted. Dropping something into water and having true 3d ripples is NOT as computationally intensive as people think. You have an algorithm that processes the impact on the water, and adjusts the locations of the polygons that make up the water's surface. If you knew the amount of power it took to draw all those polygons in the first place, you'd see the physics part is nothing.
I still stand by my original statement that physics are within sight of reaching true reality, something graphics has a long way to go to catch up. That physics can be so powerful right now on software tells me that with tomorrow's more powerful CPUs, the idea of a physics card is a joke. We might as well have AI cards. Hell, let's modulize every aspect of computer games and give them their own cards. I'm sure you guys would eat that up.
As for those demos, come on - you trust a demo made by the people who make the card itself?
Lord of Shadows said:The first video of the houses are so completely biased its funny. First of all if you think a modern cpu can handle such a small amount of objects your kidding yourself, maybe not as much as the ppu house, but at least three to four times more than what they have it doing. Secondly the houses arent dynamically reacting to fracture or anything special like that. They have been chopped up into pieces by hand, and if you think of it like this you see how much of a waste of time it was in terms of real gameplay.
A equally representative video, yet less impressive. Would be composed of the ppu processing falling bricks while maintaining a certain frame rate with a cpu doing the same. The difference in this video is that the cpu can handle much more than they let it, and the bricks are in the shape of houses. (Which dont particularly look all that great to begin with)
Edit's as i watch em:
Now the fluid simulation video, which I havent seen before is very impressive, but would be much more impressive if the particles were smaller, but that is an effect worthy of some cash.
The metal building, which I also havent seen before, is an interesting usage of cloth simulation, although it looks hilariously unrealistic it has promise... maybe...
And finally the plane, seen it before, just more falling bricks, but this time with a more realistic count when compared to the house video.
What about air friction, terminal velocity, and other obstacles? Yes, you can simply add 9.8m/s every second, but that would be a gross oversimplification of the phisics required, which is just what we want to avoid.CodeWaste said:Im wondering how sustainable this will be? Right now there is A LOT of room for improvement in graphics to get to photorealism. But say you're "rendering" gravity on a PPU,
the accelaration rate is always going to be 9.8 meters per second at 1G. even in 50 years when computers are doing things we cant even comprehend right now, accelaration will always be 9.8 meters per second at 1G.
How much room for improvement is there really going to be? is this a one trick pony?
Well, if you're on the Earth's surface, you aren't falling, now are you?CodeWaste said:Yes but i said at 1G. if you're moving away from the earth then you are leaving a 1G envrionment.
No, the CPU is doing all the real work. Without this math, you don't have a game. A physics processor can affect gameplay, not just graphics.jdLordHelmet said:What I'm trying to say is that physics processing will always be a drop in the bucket compared to general graphics processing.
pakotlar said:No. When you are standing on the surface of the earth, you are experiencing gravity at 1g. And 1g is 9.8 m/s^2 not 9.8m/s. Gravity is not a function of velocity, but acceleration. And don't bring semantics into physics. OT.
edit: I see you changed it to /s/s.
CodeWaste said:i just thought of something, this has been done before. Anyone remember the optional co-math processor that was availible as an addon to computers like 12-14 years ago? It looked like it would fit in a ram slot, but had a slot of its own on the MB. what it actually did was assist the processor when making large calculations.Same idea, just a different application.
Anyways the whole idea soon became irrelevant due to the fact that faster CPU's were developed.
any one else see this happening to the Ageia?
Lazn_Work said:That is because the CPU ate the FPU, but it still is there. If the CPU did not have an integrated FPU it would really suck at games.
==>Lazn
CodeWaste said:any one else see this happening to the Ageia?