I'm sorry that my previous post was not clear enough. I am talking about hardware-accelerated physics, which is why Havok is not relevant to the points I made. The only physics API that can currently be hardware-accelerated is PhysX on NVIDIA graphics cards, yes?The funny thing about your argument, is that you don't even mention Havok in there and it's as proprietary as PhysX is...So I'm sure you refused to play all the games that supported Havok until now, because they were using proprietary tech...
Also, PhysX is a physics API (how many times does this have to be said ????). You don't need to have a NVIDIA graphics card to run it, much less SLI, but if you do, you have the felixibility to choose where you want the physics calculations to be done. If you have graphics power to spare, do it on the GPU. If not, use the CPU or even a PPU.
"ATI cards don't" because AMD refused to use PhysX, when they were offered the chance to do it. They preferred to choose Havok instead, which is owned by Intel and, once again, is as proprietary as PhysX is.
You're never going to get a "free" Physics API. Havok isn't one and neither is PhysX, but you already have a standard to "play" with GPU resources directly. And it's called OpenCL, which both NVIDIA and AMD support. PhysX won't die out and neither will Havok (because they are physics APIs!!!!), but the flexibility of one of the over, will give it momentum and PhysX surely has that over Havok right now (deals signed with EA and 2K games for example). But the games that use it, don't come out over night. They take time to develop.
As has already been said in this thread, GPUs can be far faster at physics calculations than CPUs. Which means that there are things that can be done in real time with GPU accelerated physics which just can't practically be done with a CPU. Which sets the two things apart.
Eventually, hardware-accelerated physics will either
a) become a "must-have" in games, or
b) die off.
I'm just trying to discuss the implications of both outcomes. I don't think either is particularly appealing, the way things stand at the moment.
If hardware-accelerated physics becomes a "must-have", and only one of the two big graphics card companies supports it, then pretty soon that company will have a monopoly (which will be bad news for us consumers).
If hardware-accelerated physics dies off, then that could be quite a waste of potential. Which would be a shame, but then just how much it would matter is what most of the discussion in this thread so far has been all about.
The only "ideal" outcome I can see, would be for GPU-accelerated physics calculations to run similarly well on both NVIDIA and ATI hardware. Then GPU-accelerated physics can achieve its full potential, whatever that may be. But there doesn't seem to be any realistic prospect of that happening.
I'd be interested to hear a full account of your claim that AMD refused to support NVIDIA's PhysX API. Was it a completely "free" decision? For example, was AMD forced to choose between
a) not supporting it at all or
b) starting to implement support while NVIDIA's own plans for supporting it were well advanced, so that they'd be lagging behind the speed/quality of NVIDIA's PhysX implementation while at the same time legitimizing NVIDIA's marketing claims that GPU-accelerated PhysX is important (in other words, basically endorsing their competitor's products).
Just wondering. I don't know the facts.
As for APIs that run only on the CPU, well, I don't really care who succeeds because they can run on both AMD and Intel CPUs more or less equally well.