jdLordHelmet
Weaksauce
- Joined
- Oct 27, 2005
- Messages
- 78
This was interesting, not sure if it's been linked before: http://www.anandtech.com/cpuchipsets/showdoc.aspx?i=2376
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jdLordHelmet said:Funny how you sink to personal insults while simultaneosly proving your own lack of knowledge on the subject. Download that rocket demo. That is real physics, it is not scripted, and last I checked, I don't have a PhysX card. You aren't even using terminologies correctly.
But, you want me to d/l your simple rocket demo
What is your whole dislike for the PPU again? It obviously works and does what it's made to do, so it has a use.
Also, the supposed demo's that a CPU can't handle are demo's that wouldn't work well for any system once advanced graphics are applied to the polygon, such as shadows and lighting and bump maps.
BBA said:What is your whole dislike for the PPU again? It obviously works and does what it's made to do, so it has a use.
The problem I have with people saying graphics cards can handle it is I have games right now that graphics cards can't handle with all the goodies cranked up, why would I want any more processing to be put on that card when a PPU can make a night and day difference (especially when we are talking about top of the line hardware like SLI 7800's)?
Just admit it, your biased against the PPU and no amount of reality will change your opinion.
It's ok man, really, I'm fine with it.
BBA said:I think Graphics shadow-light interaction processing makes too much use of culling, or removing calculations for what you dont see in each frame...to allow a totally real or convincing effect. This culling does not allow completion of interactions of the light where processing the light particles in physics could. Would that not be another good reason for a dedicated PPU device?
bobzdar said:I could really see this coming into play in simulations, ie car simulations. If any of you extensively played F1 Challenge, there was a way to enable high rate physics in the .ini files. This was only useable on faster processors (and was disabled by default) as it would slow the frame rate significantly, but if you had the processor to handle it, it would make the car handling kind of come alive. You could feel the car skipping over bumps (especially hitting curbs and the like), more subtle variations in traction etc. Off-loading to a PPU allowing 100 times faster (or more) physics calculations would really be a shot in the arm. A lot of the physics calculations deal with tire modelling, and allowing more complex tire modelling at a much higher rate would increase the realism incredibly, especially when a lot of games have to resort to look up tables vs. on the fly calculations at this point. I'm very excited about this for that reason as I know game devs. that deal with simulations are going to be using this.
jdLordHelmet said:I didn't say I dislike it, I just said I think it's uncalled for. QUOTE]
3D cards were "uncalled for" once. SLI... In the future, games will take advantage of a PPU to present levels of realism we just can't expect today.
SlamDunk said:
http://www.kotaku.com/gaming/havok/havoks-new-physics-engine-preview-133721.phpDa Frechman said:It'd be cool if Havoc could run on PhysX processor...
Someone asked about dedicated physics processing units but he said it wasnt something that they were considering right now, but that if a major developer asked them to support something like that, they would.
That would be unnecessary and impractical. Furthermore, a brick wall doesn't just topple like a Jenga set when hit, it usually shatters according to the texture of the mortar. Break it into pieces on the fly according to material. Some bricks would be broken in half, some sections of wall would remain intact.jdLordHelmet said:Yeah, that was one of my points a few pages back. Say for example you went to the next step and made every wall a stack of individual bricks that could come unstuck with the right force of impact. Right there you just multiplied the number of polygons in that scene by however many bricks are in that wall.
The first generations of games would have the physics processor as an optional component with the ability to render physics in software. As the technology matures and becomes more ubiquitous, it will become a required component much like the GPU, FPU, 32-bit CPU, hard drive, DVD-ROM drive, etc.Sly said:There's nothing impeding progress, the whole issue is practicality. Do we really need it? Will it make enough impact in games to make people want to buy it en masse? Physics is a large part of the gameplay, implementing it on a small user base would isolate them from the rest of the community as the other users are likely not to have it. See the catch 22 i noted before. 3D evolution didn't have that problem unlike physics.
No, we're just more aware with how the hardware works. Some of us program software for a living and we are well aware of how resources are juggled to make them work adequately. While a PPU may elevate the load off a CPU, it just isn't practical enough to be worth the $200.
pr0pensity said:The PPU needn't be a $200 addon card. They can sell a gimped version as a $20 chip on your gaming card...
jebo_4jc said:I think you are right.
When I worked at Best Buy (probably 2 years ago...9800XT and 5900 Ultra were the top-end video cards at the time), I sold hundreds of GF4MX's, and 5200's, and etc. to pissed off people who took a copy of a game home for their kids and found out that their Intel Extreme graphics weren't so extreme. So now they are coming to me with an attitude saying things like "you want me to spend another $100 to play this stupid game?"
Now, if they take a game home, and find out that not only do they need to upgrade their graphics, but they need a new PPU too, they will be doubly pissed.
Da Frechman said:It'd be cool if Havoc could run on PhysX processor, perhaps Ageia should think of broadening it's horizons a bit.
Elios said:thay have no one else whats to use it which is an issue but im sure there taking to MS about extetion to Direct X
Well... http://members.microsoft.com/careers/search/details.aspx?JobID=6b94ac4f-0627-4851-8e6a-633186d96261Elios said:id bet in a few years there will be a "Direct Physics" API added to Driect X
SlamDunk said:
id bet in a few years there will be a "Direct Physics" API added to Driect X
You will be a member of the core engine team who will be primarily responsible for working closely with our Direct3D team, helping to define, develop and map optimized simulation and collision algorithms onto data structures that are optimized for the GPU.
You should have a good understanding of 3D Math as well as current CPU and GPU architecture.
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.
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.
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.
In unreal you can, and everquest II I think (make wavy water). I don't understand why other games can't do it too.D3v01D said:Have you ever fired a rocket at a wall and wondered why it doesn't make a hole? Or why you can't make waves in a pool of water?
Da Frechman said:A solution would be very similar to a transparency (or alpha channel) subtracting from the texture and mapped as desired according to the object. The physics would come into play with collision detection (physics engine) according to the size of subtraction. (angles and types of damage would also have to be considered). The geometry of the brush remains untouched, it's simply a new map (texture) with a given properties. LOL, unroll a black hole, throw it against the wall or floor and jump through it or paint a door on a wall and then go through it.
A concrete pillar supporting an upper floor would receive little damage from a 9mm, where as the same pillar can be taken out with a rocket launcher (causing the very surprised contents of the upper floor to be hastily reloacted to the preceeding). Whether that pillar is consistent throughout or has rebar is up to the developers (the conditions are set by the developers for the catastrophic event). That pillar can be taken out the way the user wants under the conditions set by the developers (a little or a lot, how and where should be up to the player). What those *very surprised* contents do until they find their very desireable quiet is entirely up to the physics engine.
scrumdiddly said:jdLordHelmet said:3D cards were "uncalled for" once. SLI... In the future, games will take advantage of a PPU to present levels of realism we just can't expect today.
Again, the reference to the 3D evolution. The transition phase for 3D was virtually painless, there were no drawbacks, no issues, no gameplay changes. A 3D card user and a software one could play hand in hand with no penalty, neither has an advantage over the other aside from the higher res. This was especially demonstrated when HL became popular. 3Dcards were expensive, but they were completely optional and changed <NOTHING> ingame.
Has anyone else here actually been around when the Voodoo1 came out? Or did you guys just arrive around the time of the GeForce2.
Elios said:id bet in a few years there will be a "Direct Physics" API added to Driect X
Hopefully sooner. A lot of the issues will likely be solved by the introduction of a primary standard. Any chance we'll get one by the time longhorn comes out? And when it does, will the Ageia PPU be compliant? The early video cards had issues with DirectX too when the 3D API came out.
jdLordHelmet said:People keep talking about the RISC aspect of a PPU, but exactly what reduced instructions would you use to model complex calculus-based physics?
.....
But a physics card, in order to do all the things you guys are talking about, would have to handle a wide variety of instructions, and wouldn't be much of a RISC processor at all.
.....
Well, after all my ranting and theorizing
jdLordHelmet said:Funny how you sink to personal insults while simultaneosly proving your own lack of knowledge on the subject.
acidfr33k said:
Really!
go read up on microprocessor architecture, what you said shows the only thing you know about RISC is what it stands for, and doesn't even make sense.
Pharacon said:what i would like to know is what is on this add on card except a chip.... i mean would it not be more efficent to just simply dump the PCB board it sits on and add it to the graphics card? This way it doesnt have to travel over the bus to get down the the GPU? if it only going a few math calc's then you could probly go out and get an old zilog chip plug it on a graphics cpu and bammo it will work.. and an increase manufacturing cost of like a dollar..
acidfr33k said:blah blah blah
Pharacon said:what i would like to know is what is on this add on card except a chip.... i mean would it not be more efficent to just simply dump the PCB board it sits on and add it to the graphics card? This way it doesnt have to travel over the bus to get down the the GPU? if it only going a few math calc's then you could probly go out and get an old zilog chip plug it on a graphics cpu and bammo it will work.. and an increase manufacturing cost of like a dollar..