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PPU on a...

JSTA01

n00b
Joined
Dec 13, 2004
Messages
23
Couple of Questions/they might be dumb...
1) Can they use a PPU/card on a dedicated server?
this might be nuts!!
2) Can you use multiple PPU/cards in a home PC?
 
nope. well yes. errrm dont understand the question.

as in feeding it to the PPU while playing a game on a different pc? the overheads would be crazy. sharing an item of hardware on a different pc.
 
LOL... SLI PPU's... that would be interesting to see.
 
-=ABUSIVE-69=- said:
interesting......and worthless

Not so worthless if a game requires or can use a dedicated server (either HL2 or BF2, for example). Remember; current Ageia cards use *PCI* slots, which aren't exactly used for much other than storage and LAN connectivity in a server (and given that servers usually have onboard LAN and storage support, unless you're talking 1U or other slim-factor dedicated servers, there are certainly slots to spare). Also, PPUs on the server can actually *reduce* PPU usage on the clients, if the client and server-side code is written correctly (for example, MMO clients).

So, I'd have to disagree on *worthless*.
 
PGHammer said:
Not so worthless if a game requires or can use a dedicated server (either HL2 or BF2, for example). Remember; current Ageia cards use *PCI* slots, which aren't exactly used for much other than storage and LAN connectivity in a server (and given that servers usually have onboard LAN and storage support, unless you're talking 1U or other slim-factor dedicated servers, there are certainly slots to spare). Also, PPUs on the server can actually *reduce* PPU usage on the clients, if the client and server-side code is written correctly (for example, MMO clients).

So, I'd have to disagree on *worthless*.

bringing up a month old dead thread..... worthless.
 
weebob said:
bringing up a month old dead thread..... worthless.

Posting on a thread you view as worthless..... worthless


Why shouldn't someone view an opinion, even if it is a 'dead', and I use the term loosely as it is not locked, thread. I for one am interest in the direction the PPU could go and if used right, could be every bit as important, in gaming terms, as any other part of a high end rig.
 
to answer the op's question (if he is still around), yes, a dedicated server probubly requires a PPU. the cellfactor demo will not allow a client and server on the same machine because it requires a PPU for each.

the server in order to do true multiplayer physics must track everything from all the players. so it must have a PPU.

could it reduce client physics workload? yes... but it would increase bandwidth requirements. technically in a LAN environment the clients wouldnt even need a PPU because the server is already doing all the calculations, it would just need to broadcast the physics data. effects physics however would need to be a local (client) matter.
 
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