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Core designation?

D4n73-13

n00b
Joined
Jun 25, 2007
Messages
21
Wouldn't it be possible to designate one or two of your processors to compute only physics? I would think that one could do it with only software, as long as you have the processing power to spare. How long until this is possible? or will it even happen?
 
That's the idea, but they haven't quite figured out how to do it well at this point afaik
 
Wouldn't it be possible to designate one or two of your processors to compute only physics? I would think that one could do it with only software, as long as you have the processing power to spare. How long until this is possible? or will it even happen?

It is possible, "Alan Wake" is a upcomming game that does this.
The only problem is that CPU's suck at SIMD and thus physics.
 
Well, Remedy "says" Alan Wake will ahve one core alone dedicated to physics, but then again there have been multiple developers to claim benefits of SMP, only to fall short in execution. (See: Valve)
 
Multithreading require more work, and SMP even more, this is one of the many resons games are mostly single threaded, even the latest Crysis engine which was supposed to scale with cpu's just don't cut it.This the mean reason Ageia has been able to show off some interesting results with their solution, I don't think the PPU is all that mighty but their middleware does wonder on multiple cores and threaded optimized hardware.

http://www.techspot.com/article/73-crysis-performance/page7.html
The processor utilization never really got above 45% which would indicate that the game is really only using one core. However, based on the CPU Scaling results it could also just mean that Crysis is not that processor intensive when you consider that a 1GHz drop in frequency only accounted for 2-4fps

Just browse over intel's website, and you'll quickly find that there is one demo game that is dual and quad core aware, and guess what? Yep it uses Ageia's middleware thechnology.
 
Multithreading require more work, and SMP even more, this is one of the many resons games are mostly single threaded, even the latest Crysis engine which was supposed to scale with cpu's just don't cut it.This the mean reason Ageia has been able to show off some interesting results with their solution, I don't think the PPU is all that mighty but their middleware does wonder on multiple cores and threaded optimized hardware.

Their PhysX API is very efficent, and scales really good indeed.
 
I have seen a couple of game designer use their API in PS3 games.But what would interest me is how their solution works under Linux on a PS# now that they have released a version for Linux.

One of the many things that I would like to see is the ability to run an encapsulated application within the PPU.

-Download management software
-MP3 player

For example one could be rendering in photoshop while playing mp3's or downloading P2P and it would have no impact on the render speed.This could be applied to games that do not use PPU.
 
I have seen a couple of game designer use their API in PS3 games.But what would interest me is how their solution works under Linux on a PS# now that they have released a version for Linux.

One of the many things that I would like to see is the ability to run an encapsulated application within the PPU.

-Download management software
-MP3 player

For example one could be rendering in photoshop while playing mp3's or downloading P2P and it would have no impact on the render speed.This could be applied to games that do not use PPU.

Actually, if you want to improve render speed, you'd keep the MP3s and downloading on the CPU and move the rendering over to the PPU. Newer versions of Maya and 3DSMax have already incorporated support for the PPU and the folks I know who use it absolutely love it.
 
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