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World's First Physics Processing Unit

Duane writes "Gamers Depot has an exclusive interview with the team behind Ageia - the maker of the world's first Physics Processing Unit (PPU) - which was just announced today. "Sure we've all heard about the CPU and GPU - that's old hat by now and as most hardware reviewers will tell you, it's about time we got something that's truly revolutionary. Yeah, Pixel shaders are cool, and can do a lot of really nice things; however, pale in comparison in scope to what the PhysX chip from Ageia has the potential to bring to gaming.""

494 comments

  1. Physics... in games? by stupidfoo · · Score: 5, Funny

    All I know is that I want to throw the dead hooker down the stairs and have her head split open... or whatever that anti-violent game ad says I can do.

    1. Re:Physics... in games? by me+at+werk · · Score: 1

      No, but it might allow you to punch her in the arm.

      --
      For context, click Parent.
    2. Re:Physics... in games? by rainman_bc · · Score: 3, Funny

      Naw. In the spirit of Postal 2, you shove the shotgun up her as while she's alive and shoot good guys with it....

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    3. Re:Physics... in games? by Anonymous Coward · · Score: 0

      ... THAN we agreed ON. (or maybe to).

    4. Re:Physics... in games? by Lord_Dweomer · · Score: 0
      Those ads that I saw run in the Onion always made me think how brilliant that would be for Rockstar to do. Put out ads by a fake anti-video game company that just talk about all the horrible things you can do. Of course the gamers love that stuff.

      --
      Buy Steampunk Clothing Online!
    5. Re:Physics... in games? by SlashThat · · Score: 1

      Well, looks like this chip can help you calculate the exact angle and momentum for the desired effect :)

      --
      1's and 0's should be free.
    6. Re:Physics... in games? by Chembryl · · Score: 1

      Yeah but her head is only split open IF you observe it!

      --
      - This and all my posts are public domain. I am a Physicist. I am not your Physicist. This is not Physically advice
    7. Re:Physics... in games? by Anonymous Coward · · Score: 0

      Is the difference between "then" and "than" that hard to remember?

    8. Re:Physics... in games? by Anonymous Coward · · Score: 0

      hrmn, maybe because it wasn't funny....In the least..

    9. Re:Physics... in games? by droneboy · · Score: 1

      No, I think the question that is on everyone's lips is "how do we leverage this to get more eye-candy into KDE?". I want rubberised windows bouncing around the desktop.

    10. Re:Physics... in games? by Anonymous Coward · · Score: 0

      It was very funny, as a matter of fact.

    11. Re:Physics... in games? by Anonymous Coward · · Score: 0

      hrmn.. Nope.. read it a few more times.. still not funny. At all. Unless you're perhaps 12 or so.

      Really. It's not funny.

    12. Re:Physics... in games? by MaDeR · · Score: 1

      CPU (compute), GPU (graph), SPU (sound), PPU (physic)... why stop here? Prepare to AIPU (Artifical Inteligence Processing Unit), SAPU (Sexual Affair Processing Unit), 4DPU (4-dimensional Processing Unit), WPU (World Processing Unit) and so on...

      --
      What modern Obelix would say today? Of course, "Those crazy Americans!".
    13. Re:Physics... in games? by pdbaby · · Score: 1

      I think hardware physics expansion cards are a great idea (and I've been telling all my friends that'll listen that they're the way forward - huzzah for me finally being proved right): the physics for you and me, after all, doesn't change from day to day -- so the makers are simply approaching realism.

      AI processing cards would be an interesting idea: the AI in most games isn't all that advanced relative to what researchers are doing. Anyone know how difficult it would be for games like Hitman or Splinter Cell to use neural networks to let them learn how the player's playing?

      --
      Global symbol "$deity" requires explicit package name at line 2. - If only $scripture started "use strict;"
    14. Re:Physics... in games? by Anonymous Coward · · Score: 0

      After all, we need the SAPU so we can recreate the orgy scenes from Urotsukodoji for the next Leisure Suit Larry game.

  2. In won't be news until... by Nom+du+Keyboard · · Score: 3, Funny

    It won't be /. worthy news until the first Linux port is up and running on it!

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    1. Re:In won't be news until... by ZephyrXero · · Score: 2, Insightful

      I wouldn't be surprised if the next Kernel revision supported it... might even be ready before Windows is :P

      what do you mean "port"? This is hardware...not software.

      --
      "A truly wise man realizes he knows nothing."
    2. Re:In won't be news until... by AviLazar · · Score: 5, Funny

      Actually, it won't be /. worthy news until it is posted, reposted, and reposted again - all in the same day.

      --

      I mod down so you can mod up. Your welcome.
    3. Re:In won't be news until... by HTTP+Error+403+403.9 · · Score: 1

      Brings up a good question. Does it come with an FM tuner?

      --
      I'm not a Troll, it's reverse psychology.
    4. Re:In won't be news until... by Enigma_Man · · Score: 1

      what do you mean "port"? This is hardware...not software.

      You "port" linux onto the PPU... Linux = software.

      -Jesse

      --
      Nothing says "unprofessional job" like wrinkles in your duct tape.
    5. Re:In won't be news until... by Short+Circuit · · Score: 1

      You just made me double-check the date.

      Nope, not April 1st.

    6. Re:In won't be news until... by Anonymous Coward · · Score: 0

      Oh God. I forgot that was coming up. I think I will hide under my bed till the 2nd.

    7. Re:In won't be news until... by goneutt · · Score: 1

      I prefer my port in a glass at room temperature.

      --
      Bacardi + slashdot = negative karma.
  3. Virutal reality sex, now a possibility. by imstanny · · Score: 5, Funny

    Nerds around the world rejoice!

    1. Re:Virutal reality sex, now a possibility. by NanoGator · · Score: 0, Troll

      "Virutal reality sex, now a possibility"

      That is until the Personality Processing Unit comes out.

      --
      "Derp de derp."
    2. Re:Virutal reality sex, now a possibility. by WormholeFiend · · Score: 1

      That is until the Personality Processing Unit comes out

      I think they have one of those at the Church of Scientology.

      I've never tried it myself, but I read somewhere that everyone gets the same negative results from it.

    3. Re:Virutal reality sex, now a possibility. by Anonymous Coward · · Score: 0

      Yeah, it basically does to your personality what an infant does to milk and peas (processing wise that is)

  4. Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 5, Funny

    Go outside.

    1. Re:Alternative to realistic, lifelike gaming by escher · · Score: 5, Funny

      Go outside.

      But with this new physics processing unit, I don't have to!

    2. Re:Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 5, Funny

      Are you kidding? The physics are all wrong, like, totally unrealistic. And somebody screwed with the gamma, 'cos it's too damn bright and I get this awful lens flare when I look up. totally ghay. Whoever coded that engine should be crucified.

    3. Re:Alternative to realistic, lifelike gaming by MyLongNickName · · Score: 2, Funny

      Relax. This engine is still in beta betahttp://biblia.com/jesusbible/isaiah9.htm

      --
      See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    4. Re:Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 0

      I tried that style of first person shooter, but getting whapped with a paintball on bare skin hurts.

    5. Re:Alternative to realistic, lifelike gaming by NetNifty · · Score: 1

      " But with this new physics processing unit, I don't have to!"

      Maybe eventually games will become so realistic it will become different to tell the difference between them and RL! Then again... maybe that's already happened and I'm in one right now!

    6. Re:Alternative to realistic, lifelike gaming by peragrin · · Score: 4, Funny


      Maybe eventually games will become so realistic it will become different to tell the difference between them and RL! Then again... maybe that's already happened and I'm in one right now!

      Yea but you still can't get laid, without paying cash. This Game Sucks, I want a restart with cheats enabled for me.
      --
      i thought once I was found, but it was only a dream.
    7. Re:Alternative to realistic, lifelike gaming by zerokey93 · · Score: 1

      Care for a pizza with your shiny and new convergent realities? ;)

    8. Re:Alternative to realistic, lifelike gaming by temojen · · Score: 1
    9. Re:Alternative to realistic, lifelike gaming by RichardX · · Score: 1

      I know an infinite money cheat for that game.
      Send me $3000 and I'll tell you it

      --
      Curiosity was framed. Ignorance killed the cat.
    10. Re:Alternative to realistic, lifelike gaming by zerokey93 · · Score: 1

      /hooker
      /prostitute
      /independant sex provider

      grrr!!

      /pizza

      *sigh*

    11. Re:Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 5, Funny

      Relax. This engine is still in beta

      WTF? Who does God think he is? Here I am, spending my entire life testing his creation, and (according to Mark 13) he can't even give me a firm release date for the 1.0?!

      Now I see where Microsoft get it from...

    12. Re:Alternative to realistic, lifelike gaming by MyLongNickName · · Score: 1

      I know. I am demanding a refund...

      --
      See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    13. Re:Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 0

      But this is HD TV, it's got better resolution than real life.

    14. Re:Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 0

      Yeah it's awesome you can do stuff like build a business empire, get in street fights, drive really fast vehicles, even have sex just like in all those games...EXCEPT IT'S SUPER SUPER REALISTIC!

    15. Re:Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 1, Insightful

      No saves is the biggest downside.

    16. Re:Alternative to realistic, lifelike gaming by WormholeFiend · · Score: 1

      But with this new physics processing unit, I don't have to!

      this is exactly what one of my trekkie friends predicted... the day we invent a star-trek "holosuite" is the day our civilization will start to crumble, as everyone will lock themselves up in their own imaginary universe and never come out again.

    17. Re:Alternative to realistic, lifelike gaming by escher · · Score: 1
      Physics.Realism = Physics.PhysicsSets.WayCartoony;
      I'd still leave every once in awhile to eat. I like food too much to leave the real world completely.

      Completely being the operative word.
    18. Re:Alternative to realistic, lifelike gaming by shotfeel · · Score: 1

      Only problem is the restocking fee will cost you a soul.

    19. Re:Alternative to realistic, lifelike gaming by temojen · · Score: 1

      And a whole lot harder, with no savegame or restore points.

    20. Re:Alternative to realistic, lifelike gaming by MyLongNickName · · Score: 1, Flamebait

      Oh hush. This is Slashdot. We do not believe in souls. We believe we are all random collections of molecules. And that we have inherent rights granted by.... umm.... granted by.... we just DO dammit!

      --
      See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    21. Re:Alternative to realistic, lifelike gaming by Gilgaron · · Score: 1

      Well, they're either inherent OR they're granted; both at the same time would be semantically messy.

    22. Re:Alternative to realistic, lifelike gaming by mugnyte · · Score: 1


      No rights, and only 1 guarantee: you're going to die.

      Everything else is a social construction, just so we can all get along.

    23. Re:Alternative to realistic, lifelike gaming by magarity · · Score: 1

      Go outside.

      Too many Outrun2 players are taking your advice already.

    24. Re:Alternative to realistic, lifelike gaming by Tony+Hoyle · · Score: 1

      There's no reason for this universe to be per-person.

      Imagine crossing a holosuite with an MMORPG. You could have entire societies in there.. as long as people eat and get some form of exercise there's no particular reason to leave.

      Society wouldn't crumble, just relocate.

    25. Re:Alternative to realistic, lifelike gaming by spuzzzzzzz · · Score: 1
      --

      Don't you hate meta-sigs?
    26. Re:Alternative to realistic, lifelike gaming by lewp · · Score: 1

      A beta lasting two thousand years? It can't be...

      Google = God?

      --
      Game... blouses.
    27. Re:Alternative to realistic, lifelike gaming by kurzweilfreak · · Score: 1

      With all the talk of pr0n pr0c322ing, units, and this being /. full of nerds, I'm sure most people here are already familiar with semantic messes.

      --

      kurzweil_freak

      5th Kyu Genbukan Ninpo/KJJR student

      Be the darkness that allows the light to shine.

    28. Re:Alternative to realistic, lifelike gaming by kurzweilfreak · · Score: 1

      Not if Ray Kurzweil or Aubrey de Grey can help it.

      --

      kurzweil_freak

      5th Kyu Genbukan Ninpo/KJJR student

      Be the darkness that allows the light to shine.

    29. Re:Alternative to realistic, lifelike gaming by Anti_Climax · · Score: 1

      Outside? But aren't there bears outside?

      --
      Even people that believe in pre-destiny look both ways before crossing the street.
    30. Re:Alternative to realistic, lifelike gaming by St.+Arbirix · · Score: 1

      Go outside.

      Lets see how long that lasts when people start playing GTA: Real World.

      --
      Direct away from face when opening.
    31. Re:Alternative to realistic, lifelike gaming by fyngyrz · · Score: 2, Funny

      Calm down. Rights come from the sysadmin.

      --
      I've fallen off your lawn, and I can't get up.
    32. Re:Alternative to realistic, lifelike gaming by Numen · · Score: 1

      If they were granted, they woulnd't be inherent would they?

    33. Re:Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 0

      And that we have inherent rights granted by.... umm.... granted by....

      Your rights are not in any way, even slightly, even in your imagination, inherent. Given that the concept of "rights" is abstract, and could only even be a product of the modern human mind (The same abstract capable mind that can create art), the argument that "rights" are inherent is just silly.

      Your "rights" are only granted to you on a loan agreement. That agreement is formed by society. Your rights simply reflect what society accepts as normal or acceptable. Nothing more, nothing less.

    34. Re:Alternative to realistic, lifelike gaming by MyLongNickName · · Score: 1

      So you aregue rights are given to us by "society" (is "government" also fair)? So if we enter the absolutely totalitarian Orwellian future described in 1984, is there anything wrong with that setup?

      --
      See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    35. Re:Alternative to realistic, lifelike gaming by BLAMM! · · Score: 1

      Awesome dude. Best laugh I've had in awhile. Too bad I used my last mod point yesterday.

    36. Re:Alternative to realistic, lifelike gaming by drinkypoo · · Score: 1

      The holodeck can produce food, and everything they eat on star trek is replicated anyway. (Short of building orbiting greenhouses and dropping food down to earth, this is the only way to increase the earth's carrying capacity, which we may already have exceeded.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    37. Re:Alternative to realistic, lifelike gaming by Anonymous Coward · · Score: 0

      "may have already exceeded"

      Not even close.

    38. Re:Alternative to realistic, lifelike gaming by drinkypoo · · Score: 1
      I know I shouldn't feed AC trolls but if you are determined that we have not reached our carrying capacity, you don't know what the fuck you're talking about. There is broad disagreement over earth's carrying capacity. It may increase as technology progresses, so that's very much up in the air, but it's distinctly possible that our environment cannot remain in any kind of equilibrium with the demands we are placing upon it.

      If you're smarter than everyone else, perhaps you could produce the study you've done that proves that we aren't "even close" to earth's carrying capacity.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    39. Re:Alternative to realistic, lifelike gaming by racermd · · Score: 1

      Next thing you know, we're all be in our own little groups of simulated reality. Some will figure out how to "bend the rules of the system" to give themselves superpowers of sorts.

      Before too much longer after that, we'll need some way of powering the system without external sources as literally EVERYONE will be in one of these things and won't be available to run the power plants. What's the best method, considering that we're all just interfacing with a computer system? Bio-chemical/Bio-mechanical, that's what. We'll have to give control of the system TO the system just because nobody will be available to do maintenance (because they're all IN the system using it). Rembmer the phrase, "...if everyone had a million dollars, nobody would want to clean shit up."

      Then just start the first Matrix movie, and you'll get a good idea of where it goes from there.

      Now where did I put my foil hat...

      --
      My sources are unreliable, but their information is fascinating. -- Ashleigh Brilliant
  5. Finally! by Anonymous Coward · · Score: 0

    Sweet, now I can find out how fast my PC is going out the window.

  6. More Proof... by eno2001 · · Score: 4, Funny

    ...that my suspcions were correct. All this 3D stuff with pixels and texels and blah blah blah is just test runs before we create physical augmentation with nanotech replacing pixels and texels. (Wow that was one sentence!) Holodeck anyone? ;P

    --
    -"...bad old ideas look confusingly fresh when they are packaged as technology" - Jaron Lanier (Digital Maoism on Edge.o
    1. Re:More Proof... by nine-times · · Score: 5, Insightful
      More seriously, it does seem that the video game industry has been moving more and more towards complete world simulations rather than "games with rules". Maybe that's an obvious statement, but part of the reason I say that is that it's not a necessary motion in the industry, but a consumer-driven one. In other words, developers could keep trying to innovate on the Super-Mario-type games, but gamers and developers seem more focused on creating more realistic first-person-shooter war simulations. (Not that I'm criticizing)

      Anyway, what I'm getting at is that a holodeck-like experience does seem to be what both gamers and developers have set up in their minds as the "holy grail" of video games. I think in the near future, we're going to see real innovation in physics engines to use ray-tracing-like lighting affects and real particle collisions instead of the pre-programmed tricks used today. I think for the transition we're in for, it probably would be appropriate to compare the transition to the sort of change we saw between the fake 3D of Duke Nukem 3D to the [more] real 3D of Quake.

      However, what remains to be seen is whether those games will be more fun.

    2. Re:More Proof... by Meostro · · Score: 1
      I think for the transition we're in for, it probably would be appropriate to compare the transition to the sort of change we saw between the fake 3D of Duke Nukem 3D to the [more] real 3D of Quake.
      Does this mean that DNF will finally be released?
    3. Re:More Proof... by Chris+Mattern · · Score: 4, Funny

      > Does this mean that DNF will finally be released?

      No, but it does mean that its release will be flawlessly simulated.

      Chris Mattern

    4. Re:More Proof... by Anonymous+Custard · · Score: 1

      More seriously, it does seem that the video game industry has been moving more and more towards complete world simulations rather than "games with rules"

      That was one of the problems of SWG imho. Neat world, but not much interesting to do.

    5. Re:More Proof... by delus10n0 · · Score: 1

      More seriously, it does seem that the video game industry has been moving more and more towards complete world simulations rather than "games with rules".

      I'd say the rule of gravity, and the laws of physics are pretty important to conveying a realistic gaming experience, especially in the sense of a first person shooter. Even "in space" there are physics at play. :)

      --
      Not All Who Wander Are Lost
    6. Re:More Proof... by edwdig · · Score: 2, Insightful

      In other words, developers could keep trying to innovate on the Super-Mario-type games, but gamers and developers seem more focused on creating more realistic first-person-shooter war simulations. (Not that I'm criticizing)

      Try playing console games and you'll see things shifted much more the other way. It just comes down to First Person Shooter games play much better with a keyboard and mouse than with a controller, whereas a classic Nintendo style game needs a fairly well defined controller to play well, and would absolutely suck with a keyboard or mouse.

      PC gaming is driven by the keyboard and mouse. Controllers are available, but not very common, and even more importantly, not at all standardized. So developers mainly stick to games that work well with the keyboard and mouse (FPS, RTS, RPG).

    7. Re:More Proof... by shotfeel · · Score: 1

      Even "in space" there are physics at play.

      And if game developers can do as good a job as Hollywood:

      Explosions in space will come with ear-splitting surround sound as ships "whoosh" by.
      The flash of light and sound of the explosion will occur at the same time -even if occuring a solar system away.
      There will be realistic flames burning away the outside of the ship.
      All space ships on screen will be properly oriented with the top of the ship "up" unless the ship is disabled, in which case it will by slightly askew.
      And many more Hollywood special effects.

    8. Re:More Proof... by iabervon · · Score: 1

      There are a lot of applications for advances in game physics. Sure, modelling the real world is one application, but a general array of vector units (like the Cell processor has) would be equally good for cartoon physics modelling if that was the desired application.

      One thing I can think of is that Katamari Damacy would play better if it had a better physics model, such that, for example, welcome mats would bend while screen doors wouldn't, and telephone poles wouldn't bend but the wires on them would hang off. The game would also get more interesting if, for example, umbrellas were bouncy when pushed from the sides (but not the top), such that your katamari would start to bounce when you'd picked them up and then rolled over that side. It would also be amusing if live things in your katamari could move to knock it off course.

      In any case, there is always the risk of advancing things in a way that just isn't good for gameplay, but there's also the potential for advances to make new gameplay feasible; and it is generally favorable to model the real world by default, while having the game change things as necessary to make it fun.

    9. Re:More Proof... by 88NoSoup4U88 · · Score: 1
      More seriously, it does seem that the video game industry has been moving more and more towards complete world simulations rather than "games with rules".

      The key to (most) fun games is the ammount of interactivity between you (the gamer) and the game itself : Physics play a great deal in this.

      ...developers could keep trying to innovate on the Super-Mario-type games, but gamers and developers seem more focused on creating more realistic first-person-shooter war simulations.

      I don't agree with you on this : There are various games around that use physics , now that the option of using (more or less) realistic physics calculations is do-able, and not too much a restraint on other calculations to be made.

      There are various Flashgames who simulate physics as part of their gameplay, and one of my favourite (non flash) games that is based purely on 'physics' itself, is Bontago :

      Check out their site (www.bontago.com) : They won the 2004 Independent Games Festival (which had 'Physics in games' as its subject) and the game is freely available from their site.
      It's a great single player game, and even better multiplayer (more than 2 people possible)

      To get back on topic ; I -do- think that physics is part of the Holy Grail for gaming ; as so much of our perception of reality, relies on realistic movement of objects (subjected to gravity).
      So i think that simulating such (important) things precisely, does matter.

    10. Re:More Proof... by Bam359 · · Score: 1

      Try watching a space battle in a movie or a TV show with out audio. It sucks. Movies and TV shows are meant to entertain not to enlighten...lighten up!

    11. Re:More Proof... by nine-times · · Score: 1
      I wasn't trying to bash the idea of pursuing more realistic physics, but advanced physics doesn't help every sort of game. Computer solitaire, for example-- what, do you need the cards flipping over to look cool? Tetris.... doesn't really need "physics".

      I was attempting to point out that the idea of a real physics engine being the Holy Grail of gaming was based on the assumption that realism, complexity, and freedom are among the chief measures of the quality of a game. To that end, developers are pursuing realism, complexity, and freedom.

      Of course, if you start off believing that "good games" rely on the games matching "our perception of reality," then you'll come to the idea that making games realistic is key. All I'm saying is, that's not the only place to start.

    12. Re:More Proof... by Anonymous Coward · · Score: 0
      Bleh. Ok. I realize this will probably get modded as flamebait or off topic, but I have to vent.

      <whine> The parent post got me interested in this new game called Botango, so I checked out the screenshots. Looks like it could be interesting, so I decided to download Bontago lite, but then I got to the part of the license agreement where it basically says they might have intentionally included malicious code, and if they did it's up to you to deal with that.

      Quoth the license agreement:

      DIGIPEN MAKES NO WARRANTIES OR REPRESENTATIONS THAT THE GAMES SOFTWARE IS FREE OF MALICIOUS PROGRAMMING, INCLUDING, WITHOUT LIMITATION, VIRUSES, TROJAN HORSE PROGRAMS, WORMS, MACROS AND THE LIKE. AS THE PARTY ACCESSING THE GAMES SOFTWARE IT IS YOUR RESPONSIBILITY TO GUARD AGAINST AND DEAL WITH THE EFFECTS OF ANY SUCH MALICIOUS PROGRAMMING.

      WTF is up with that? I'm sorry, but I won't deal with a company that won't say straight up they didn't bundle any malware. </whine>

    13. Re:More Proof... by 88NoSoup4U88 · · Score: 1
      As far as I know, it's not a company ; And any such 'warning' you will find on most ('amateur') software (those, and statements such as 'if this software will burn your 'puter : touch shit).

      Some people... Then again, it's an AC anyways.

    14. Re:More Proof... by 88NoSoup4U88 · · Score: 1
      I wasn't trying to bash the idea of pursuing more realistic physics

      I know, nor was I trying to bash you ;) Guess that the intention/tone of post, sometimes gets lost within translation (not a native english speaker here)

      Of course, what you said, that not all games will be better with 'real physics' stands true (allthough I would like the marketing slogan : The New Tetris : Now with a real physics engine ! ;)

      And no, I don't believe that a good game relies only on 'our perception of reality' ; But using physics (either as a gadget, or as a real gameplay element) is still a territory, in gamedesign, which is vastly overseen (or just not possible, seeing there are limitations on the processor)

      I was attempting to point out that the idea of a real physics engine being the Holy Grail of gaming was based on the assumption that realism, complexity, and freedom are among the chief measures of the quality of a game.

      But that assumption seems to be targeted only towards FPS/RPG games ; While the use of physics can also be of use in other games (no, not Tetris ! ;) )

      On the topic of the Holy Grail : Any personal opinions on what you consider to be very important in future FPS gamedesign ?

    15. Re:More Proof... by davedx · · Score: 1

      I don't really believe the drive to realism is consumer driven - more industry driven: nVIDIA, ATI et al keep releasing newer and better hardware, and game developers feel obligated to make use of it. "Oooh look, pixel shaders, shiny... where can we squeeze these in!" It's the same with CPU makers and Microsoft. Each version of Windows scales to meet the hardware. So anyway, what exactly is the CPU going to be doing when we move the optimised navier stokes solvers onto a new chip? m_iHP = m_iHP-1 sleep(1);

      --
      "This is your life, and it's ending one minute at a time."
    16. Re:More Proof... by Malawar · · Score: 0

      Battle..star..Galactica......

    17. Re:More Proof... by Anonymous Coward · · Score: 0

      It is hard (even for a physicist) and not very intuitive, to create a new set of rules for physics, a different model.
      All those in-game simplified phys models are usually annoying, I tend to like more realistic approach.

    18. Re:More Proof... by xgamer04 · · Score: 1

      In any case, there is always the risk of advancing things in a way that just isn't good for gameplay,

      See also: 3D, Madden.

      [/crotchetyoldgamer]

      --
      When you look at the state of the world, how can you not become a radical, liberal anarchist?
    19. Re:More Proof... by Eivind · · Score: 1
      realism, complexity, and freedom

      Of these three, I think only "realism" is questionable. Atleast if you mean realistic in the sense "could really happen", and not realistic in the sense "looks convincing"

      You can make a good game with little complexity. But there are also good games that you can make that are only possible to make if complexity can be handled. In other words, given a choise between two machines, one that can handle large complexity, and one that cannot, the former is likely to have the largest selection of good games.

      It's the same with freedom. A game can be good with little freedom. But there are other games that require (or atleast benefit from) more freedom. Thus, given the choise between two machines, one of which makes large freedom possible, the other not, the choise is simple.

    20. Re:More Proof... by MaDeR · · Score: 1

      "Computer solitaire, for example-- what, do you need the cards flipping over to look cool? Tetris.... doesn't really need "physics"." Well, you suggest that Solitaire and Tetris needed 3D accelerators? With your logic not only PPU, but also GPU cannot thrive.

      --
      What modern Obelix would say today? Of course, "Those crazy Americans!".
    21. Re:More Proof... by Anonymous Coward · · Score: 0

      I think many here have missed the point that games have rules. Take a cup of sand...in combination with physics and gravity it is pretty fun and alot can be done with it, u can run it thru your fingers, build castles etc. but the second u start adding rules like -u cant knock over the cup -u must transfer some sand to another cup every 30 seconds -u must only use your fingertips..its at this point it starts becoming a game. Thus why I think rule based gameplay is the true essence of fun. Rules are the difference between some idiot standing in the middle of a paddock and a football match.

      The way of making games as life simulators with physics and gravity etc. absolutely perfect can be very fun but I think it may destroy what makes games fun. A game is not a game without rules, it is merely a 'bunch of things'.

      If you were to put the points I have made aside think of it on this level. Many people claim to play videogames partly to escape; somethings should remain fictional/madeup/comical/untrue.

    22. Re:More Proof... by nine-times · · Score: 1
      "Computer solitaire, for example-- what, do you need the cards flipping over to look cool? Tetris.... doesn't really need "physics"." Well, you suggest that Solitaire and Tetris needed 3D accelerators? With your logic not only PPU, but also GPU cannot thrive.

      With my logic? I never said the PPU wouldn't thrive. I never said the PPU isn't worthwhile. I specifically said that both consumers and developers are generally focused on games that are getting more complex and realistic.

      I merely commented that it's interesting that so many seem to believe this is the *only* direction game innovation can take, to keep making more and more FPS, RTS, and MMORPG, adding more complexity and realism with each generation. I'm not at all denying that it's the direction video games are moving.

  7. There's a white paper on their web site... by tcopeland · · Score: 5, Insightful

    ...right here. It doesn't really say anything, though - just a few pages that recap physics usage in games, and then a paragraph about how they're going to change all that, etc.

    Didn't white papers use to be heavy on technical content? Now it seems that "white paper" just means "nicely formatted eight page PDF advertisement"....

    1. Re:There's a white paper on their web site... by mrseigen · · Score: 1, Flamebait

      Didn't white papers use to be heavy on technical content?

      In the eighties, maybe. I haven't seen a proper white paper since the www took off and being a content-free idiot was trendy.

    2. Re:There's a white paper on their web site... by daVinci1980 · · Score: 2, Interesting

      Try the whitepapers here.

      They have very good info, and little-to-no marketting BS.

      --
      I currently have no clever signature witicism to add here.
    3. Re:There's a white paper on their web site... by Anonymous Coward · · Score: 1, Interesting

      "I haven't seen a proper white paper since the www took off"...

      Try NASA's Technical Report Server. Very handy.

    4. Re:There's a white paper on their web site... by istartedi · · Score: 1

      Maybe they should be called brown papers.

      I never liked that phrase "white paper" anyway. It's a paper for crying out loud. Paper is almost always white and in any other context the color is not noted unless it's something other than white.

      To pull back a little bit though, nobody wants to reveal too much about their tech because patent applications may be pending and such. I think that's why these papers have become more marketing and less facts.

      --
      For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    5. Re:There's a white paper on their web site... by Anonymous Coward · · Score: 0

      They were called white papers, because they weren't colorful marketing (pamphlets) and they aren't peer-reviewed papers (papers).

    6. Re:There's a white paper on their web site... by Anonymous Coward · · Score: 2, Informative

      From http://www.word-detective.com/032602.html

      Dear Word Detective: I work in the field of data processing and computers. Often I will come across new standards or proposed standards that have arisen from a company's latest "white paper." The term is also common in politics and government in referring to a formal declaration of policy or viewpoint. A friend at work tonight asked me if I knew the origin of the term. As a wild guess, I told him it might refer back to a time when paper was a relatively expensive commodity and rough drafts and notes were written down on odd scraps and cheaper, darker paper. When a final, formal version was to be drawn up, it was on the more costly bleached "white" paper. Am I even close? --

      Close? Well, let's just say, "No cigar for you, buckaroo." But that's actually not a bad guess, since paper was at one time very expensive. The actual origin of "white paper," however, is a bit less logical than that.

      Today, as you note, we use the term "white paper" to mean a formal statement of governmental or political policy that includes an extended explanation of that policy, usually accompanied by data and statistics compiled to make the case for whatever the policy is. The U.S. State Department, for instance, is fond of issuing "white papers" on various political "flashpoints" around the globe, usually shortly after the U.S embassy there has been torched.

      As tedious as I'm sure governmental "white papers" may be, the term originally arose in the context of something apparently even more snooze-worthy. "Blue Papers" in the 19th century (so-called because of their blue covers) were humongous policy or legislative statements delivered by the British government for consideration by Parliament. But if a report or statement was too brief to be rightly considered a "Blue Paper," it was issued with white covers, and, with uncommon logic, called a "White Paper." Probably because these pithy "White Papers" were more directly useful than the bloated "Blue Papers," Americans adopted the term and have been using "white paper" since World War II to mean "background report," whether in the governmental or business realm.

  8. Before you get all excited by Anonymous Coward · · Score: 5, Insightful

    Note that no-where in the press release does it say that this is a shipping product. Before you get all excited about the promise of this product, realize that this chip may never see the light of day. A press release does not a product make, regardless of how cool the product might be.

    1. Re:Before you get all excited by slungsolow · · Score: 3, Funny

      You are obviously not a fan of the phantom.

    2. Re:Before you get all excited by Anonymous Coward · · Score: 4, Informative

      GS: How will Epic's Unreal Engine 3 incorporate Ageia's technology?

      TS: We've been collaborating with Ageia since their inception and Unreal Engine 3 thoroughly exploits the Novodex physics API; when the first Unreal Engine 3 based games begin shipping in early 2006, they will really up gamers' expectations. The combination of next-generation graphics, next-generation physics, and content-rich games goes way beyond current games, both qualitatively and quantitatively.

      mmhmm. I guess epic 3 the v4p0rw4r3

    3. Re:Before you get all excited by northcat · · Score: 1

      Or maybe they're just patenting anything related to such a chip so that can make money when someone actually creats such a chip.

    4. Re:Before you get all excited by Lord_Dweomer · · Score: 1
      But it does help get investor dollars, which in turn has the potential to lead to a cool product.

      --
      Buy Steampunk Clothing Online!
    5. Re:Before you get all excited by DrFishstik · · Score: 1

      Sounds promising, but ATM is vaporware.

    6. Re:Before you get all excited by ecotax · · Score: 1

      The articles states "Ageia tells us that we should see boards out by the end of this year.". So indeeds it's still in the vaporware stage.

      --
      "Money is a sign of poverty." - Iain Banks
    7. Re:Before you get all excited by Mille+Mots · · Score: 1

      Anyone else hear the rumor that the Phantom console is going to have two of these?

    8. Re:Before you get all excited by Quarters · · Score: 1
      You can use the SDK without requiring the board. If no board is present Novodex will fall back to doing the physics calculations on the CPU, just like all other current physics middleware.

      I had a meeting with the Aegia guys at last year's E3. The tech is pretty sweet. I don't doubt that they will get the chip/board to market.

    9. Re:Before you get all excited by museumpeace · · Score: 1

      OK, I am not excited. Even if its just vapor, there are a few features that would get me excited:

      What I would hope for is that the chip interfaces support having farms or arrays of them such that a thread for each modeled object gets its own physics context. Except for a controller that would have to ride hurd on the object collisions, the well funded gamer could live in a world were tons of completely realistic motion is happening in vividly detailed realtime. I got dibs on writing the controller!

      ok, I am still not excited , not really. But suppose the chip has been modeled and software emulators exist so PC and gamebox manufacturers can be gearing up their drivers. Can I, Joe Gamedevguy, borrow that emulator to get a head start on the problems to be solved when the parts are real...e.g. all the event queue tricks that stream the unfolding physics to the graphics card?

      I guess I gotta RTFWP to see if the API is compatible with clustered machines or IP connected machines or what...imagine a GRID of machines and all of the simpler objects in the gameworld opperating under their own agents according to game-wide policies...you could generate a whole city full of action and let players wonder around in it...thats done now but the speed!, the detail and realism!...VR helmets with barf bags!

      No...not too excited yet. Ah but if I am creeping up on lightspeed in my space ship...do the physics in the chip operate accurately when the kinematics involve relativistic speeds? What is conservation of energy like when the OTHER guy looks shortened and heavy because he is going so darn fast? OK, I'm excited anyway, sorry.

      --
      SLASHDOT: news for people who can't concentrate on work or have no life at all and got tired of yelling back at the TV.
    10. Re:Before you get all excited by shotfeel · · Score: 1

      What I would hope for is that the chip interfaces support having farms or arrays of them such that a thread for each modeled object gets its own physics context. Except for a controller that would have to ride hurd on the object collisions,

      Wasn't there a discussion of IBM's upcoming Cell processor just a week or two ago? These things would theoretically be cheap enough a gamer could plug a PCI card or two in, each containing 1-4 cell processors to boost all aspects of game play. The cool part is they're general purpose enough they might even be able to help the next version of Word run at an acceptable speed.

    11. Re:Before you get all excited by Gilgaron · · Score: 1

      I would expect that initially things will be like Quake 2 where you could choose between hardware rendering in OpenGL or software rendering using your processor. Then eventually games will require PPUs like they require GPUs now.

    12. Re:Before you get all excited by rm999 · · Score: 1

      I think you are partly missing the point. It's not that this product will be successful - it won't, because it won't be supported for years, by which time it will be old technology.

      It is exciting because it is groundbreaking for games - it will prove that it can considerably speed up games by freeing up CPU resources that are normally used for the very cpu-intensive physics modeling. It will probaly also allow the physics to be more realistic.

      I bet you the first graphics cards were either highly priced failures or academic inventions that never saw the public. Nevertheless, they directly led to what gaming is today. Perhaps this PPU will do the same. I'd guess that 15 years from now, cheap computers will come with motherboards with cheap, built-in physics processors (like GPUs are integrated today in cheap computers today)

    13. Re:Before you get all excited by colmore · · Score: 1

      I for one am NOT excited about having another $150 piece of my computer to keep current just to play some damn games.

      --
      In Capitalist America, bank robs you!
    14. Re:Before you get all excited by Anonymous Coward · · Score: 0

      As someone else noted, the SDK is available already and can be used without the board. I'd like to point out that Ageis clearly already have pre-production boards available, so it's likely at least some testing has been done with real hardware.

  9. But.... by Anonymous Coward · · Score: 0

    i don't have an Advanced Physics Port on my motherboard!!

  10. Gives a whole new meaning to... by GillBates0 · · Score: 5, Funny

    PPU: Pr0n Processing Unit.

    --
    An Indian-American Hindu committed to non-violent thought/speech/action alarmed by the global explosion of radical Islam
    1. Re:Gives a whole new meaning to... by mo^ · · Score: 1

      wow, i nearly posted some lame response to that.... thank me for previewing and not afflicting you all

      --
      bah!*@%!
    2. Re:Gives a whole new meaning to... by hobbesx · · Score: 4, Funny

      PPU: Pr0n Processing Unit

      Here!
      Wait? Is this not roll call? Uh...

      --
      This rating is Unfair ( ) ( ) Fair (*) Funny
      Sigh... If only. Modding would be so much more fun.
    3. Re:Gives a whole new meaning to... by Lehk228 · · Score: 0

      They already make MPEG decoder cards, just not popular now that any computer sold can handle digital video just fine.

      --
      Snowden and Manning are heroes.
    4. Re:Gives a whole new meaning to... by sh1ftay · · Score: 0

      And yet another slashdot nerd ruins a decent joke...

    5. Re:Gives a whole new meaning to... by halleluja · · Score: 1

      I'll wait till the Viagra version comes out..

    6. Re:Gives a whole new meaning to... by Anonymous Coward · · Score: 0

      Yeah, I'm sure this one is much better than whatever you had before.

  11. Wow! by cavemanf16 · · Score: 4, Funny

    And I thought Slashdot "editors" had poor grammar skills! Damn. I guess they're starting to farm the technical report writing and gaming reviews to India now too!

    1. Re:Wow! by SirFartsAlot · · Score: 1

      That should read... ...gaming reviews to India now also.

    2. Re:Wow! by Anonymous Coward · · Score: 0

      Speaking as a professional technical writer with several degrees in English, I can safely say that, depending on the dialect you speak, you are either talking out of your ass or your arse.

    3. Re:Wow! by mabinogi · · Score: 1

      no.

      They are also sending gaming reviews to India now.
      or they are sending gaming reviews to India now too.
      or they are sending gaming reviews to India now as well.

      I don't know whether or not it's "correct" but sticking also on the end of a sentence makes for a very clumsy sounding sentence.
      A simple rule is, if it's dificult to say, or dificult to establish what it is that is being said, then you should probably find another way to say it.
      If it's easy to say, and the meaning is clear, then it's probably ok.

      --
      Advanced users are users too!
    4. Re:Wow! by Grishnakh · · Score: 1

      Maybe I'm just cynical, but it seems like over the past several decades, the general quality of peoples' writing has severely declined. I've even noticed that within my own lifetime; as the internet has gained in popularity, writing quality has dramatically fallen (and I mean among native English speakers). It's not just on the internet that I see bad writing, either: it's everwhere else, such as advertisements, magazine articles, cow-orkers' writing, etc.

      When I was in school, I frequently was lectured about how important it was to write well, and how this would be important in the business world. Judging by the way my cow-orkers write at this very large corporation, that is definitely not the case.

  12. New Product line by Anonymous Coward · · Score: 0

    Hmm, this could give some use to boards with multiple PCI Express slots. So, in addition to buying that new $500 graphics card, you also have to buy an additional $500 physics card to play the latest and greatest....

    1. Re:New Product line by mo^ · · Score: 1

      you can already use the dual pci to run dual grapics cards

      and you can get a nice 3d card for $250

      so all is not bad.......

      --
      bah!*@%!
    2. Re:New Product line by grolschie · · Score: 1

      ....or the PPU could be incorporated into future graphics cards and motherboards.

  13. boring by SirFartsAlot · · Score: 0, Offtopic

    Call me when it works like in the Matrix movie.

  14. Quake....... by sammykrupa · · Score: 1

    Screams on this baby!!!!! 50,000 frames/second! 500x faster then my screen refreshes!

    1. Re:Quake....... by SirFartsAlot · · Score: 1

      FPS are irrelevant. It has been years since we past the threshold our eyes can see/notice/percieve. The trouble with gaming is the lost frames and lag. Fix that.

  15. Interesting idea by Dark+Paladin · · Score: 4, Interesting

    I just finished reading the article, and this actually has some potential.

    The biggest problem they're going to have to deal with, and granted, I'm not a game developer so someone can feel free to fill in the details, is that I would believe that most developers have their own method for dealing with physics - from simple collision to ragdoll and the like. The idea is "How do I tell the computer these things are touching each other' (like bullets - these are "instant shot", so the developer just says "if there's a straight line between the direction the Player A is facing, and if that line would intersect Player B, then it's a hit. If not, then miss." And algorithms like that are done by matrixes, if I'm not mistaken. Other "hits" deal with actual objects (rockets moving, goops from the goop gun, etc).

    But the difference between Quake III and Unreal Tournament is more than just 'draw the graphics", it's also in how each engine deals with how those collisions are managed.

    So with a PPU, you have to decide on a common library of collisions. Good news: more objects you can play with and let the PPU decide what's getting hit. Bad news: everybody's game will react basically the same and they'll have to decide if that's a good idea.

    Either way, I'll wait a year or so and see what happens. Best of luck to the developers - looks like they're at least shooting for something unique.

    1. Re:Interesting idea by jhalludel · · Score: 1

      So it's a return to hardware support of Player-Missle graphics?

    2. Re:Interesting idea by beanlover · · Score: 1

      Tim Sweeney of Epic did an interview about this with GameSpot here.

    3. Re:Interesting idea by Anonymous Coward · · Score: 5, Funny
      I just finished reading the article, and ...
      You must be new here.
    4. Re:Interesting idea by IntellectualCritic · · Score: 2, Informative
      So with a PPU, you have to decide on a common library of collisions. Good news: more objects you can play with and let the PPU decide what's getting hit. Bad news: everybody's game will react basically the same and they'll have to decide if that's a good idea.

      It looks like we're heading there already. Havok has already developed a mature software physics engine which is used in many popular games. I think in this case, developers are willing to give up a little control on physics to have better looking effects. This PPU sounds like it's designed to hook right into Havok, and could really prove useful as Havok becomes more popular.

    5. Re:Interesting idea by RichardX · · Score: 5, Insightful

      Not really.
      You could have said the exact same thing about graphics with the advent of hardware 3D accelerators, yet games certainly haven't all ended up looking the same. If anything they're able to look *more* varied now thanks to the extra power allowing neat tricks like cell shading and real time effects.

      In the same way GPUs (initially, at least) sped up all the graphics things that all 3D games have in common (triangles, texturing, lighting, etc), this will presumably speed up all the physics things all games have in common (collisions, velocities, etc)

      That doesn't necessarily mean they all have to act the same. As a programmer you still get to determine exactly what happens when something collides, or how it behaves when it's crushed. It's just that you have access to much more power, and in the same way that gets us neat tricks on GPUs I think we'd see the same with these PPUs.

      The important thing is that this takes care of all the low level stuff, giving the developers more time and power to spend on the higher level areas where they can really be creative.

      Incidentally, am I the only one here saying "about time" with this? I had this idea the moment I saw the first Voodoo card. I'd have done something with it, but I figured it was so damn obvious everyone else would've thought of it too. That, and I'm just plain lazy :)

      --
      Curiosity was framed. Ignorance killed the cat.
    6. Re:Interesting idea by mikael · · Score: 3, Informative

      I would believe that most developers have their own method for dealing with physics - from simple collision to ragdoll and the like.

      Basic collision detection methods are bounding planes, spheres, capsules, and axis-aligned boxes, along with Binary Space Partitions, Quadtrees and Octrees combined with particle systems. It would be fairly straight forward design an instruction set to perform these operations between the simple primitives (spheres, planes). But BSP Trees, Quadtrees and Octrees would require a high level data format.

      If all the collision testing could be done within a single thread within the time limit of a single frame, it would be no different from the player-missile and sprite graphics implemented on early home PC's (Atari computers could do hardware base per-pixel collision detection). Although, it would probably seem easier to have additional vector processors like Sony's Cell processor.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    7. Re:Interesting idea by Keick · · Score: 1

      I think your missing the point slightly. It is not so much that the library would be used to detect hits, and under which conditions; that is and should be still up to the developer.

      The real use is to releive the developer from the HOW to process the hit. The developer could simply code that object X collided with Y with this component vector, and I want this type of reaction.

      That is the physics part, the reaction.

    8. Re:Interesting idea by Billy+the+Mountain · · Score: 1

      As a loyal slashdot reader, I didn't go anywhere near the article, nevertheless, I feel that for a PPU to be successful in the marketplace, it would need to have a certain level of flexibility. Not only would things like local gravity, scale, real-time vs slo-mo need to be taken into account and be modifiable, but also, you'd need to be able to allow the developer to bend/break the rules at will to account for magic, powerups, etc.

      BTM

      --
      That was the turning point of my life--I went from negative zero to positive zero.
    9. Re:Interesting idea by ThosLives · · Score: 2
      You're kind of hinting on something I've been wondering: what is the API for this? There's nothing currently out there like OpenPL (Open Physics Language); they apparently have this proprietary thing called Rocket and NovodeX, but unless there's a standard way to talk to cards (and have others make cards to really get innovation going), this will take some time to gain traction.

      I also have to say I'm a bit miffed because I've had a similar idea floating around in my brain for a while. I really need to start trying to get some of my ideas off the drawing board I guess.

      --
      "There are a dozen opinions on a matter until you know the truth. Then there is only one." - CS Lewis (paraprhase)
    10. Re:Interesting idea by dillon_rinker · · Score: 2, Interesting

      Physics processing boils down to one thing:

      INTERSECTIONS (sometimes known as collisions)

      If all solid objects are rendered as sets of triangles, it is conceptually simple to have the physics engine report back which triangles are intersecting each other. Ideally the engine is sophisticated enough to report when a triangle from set A intersects with a triangle from set B (where A and B might be the set of triangles that make up a player and the set of triangles that make up a rocket, respectively).

      Determining the effect of instant shot weapons is easy enough also; if all three vertexes of a "triangle" are on the same line, the "triangle" is a line. Instead of bullets, you "draw" an invisible "triangle" in the direction the gun is pointing and see if it intersects with anything interesting.

      If two sets of triangles intersect, the software can determine what should happen, but the hard part, computationally, is figuring out when those intersections occur.

    11. Re:Interesting idea by genneth · · Score: 2, Interesting

      Actually, it wouldn't require the physics to be the same. Just like graphics are not the same between Doom 3 and an X server using GL for accelerated window drawing, they can both be sped up by OpenGL. For example, one of the biggest "sinks" for CPU power with physics simulation is collision detection. The algorithm for collision detection between (N-dimensional) polyhedral objects, optimised with interframe computation re-use, is already very well known -- it's the Lin-Canny algorithm, and manages amortized constant time checks (wrt to object polygon count). But the test still takes a huge part of the processing time needed for rigid body simulations, and the general algorithm and data structure could be offloaded to a co-processor. It's the sort of thing that every engine, whether 3d or side-scrolling or weird 5D plutonian steam hockey would need.

    12. Re:Interesting idea by peragrin · · Score: 1

      Incidentally, am I the only one here saying "about time" with this? I had this idea the moment I saw the first Voodoo card. I'd have done something with it, but I figured it was so damn obvious everyone else would've thought of it too. That, and I'm just plain lazy :)

      Yea I can relate to that very well. When I started playing Quake II and Unreal the other thing I wanted was a small keyboard, and a mouse/keyboard just for playing those FPS games faster. Now they have them.
      --
      i thought once I was found, but it was only a dream.
    13. Re:Interesting idea by ShadeARG · · Score: 1

      What if you're playing multiplayer with different PPU client hardware? That would seriously mess up gameplay if collision/arc/timing/etc calculations are off.

    14. Re:Interesting idea by Feyr · · Score: 1

      the way i understand it, the chip will have physics as real as possible, and since it's in hardware it's (hopefully) blazingly fast.

      the reason engines deal differently with physics right now is a matter of optimisation. different developpers have different ideas on how to optimize (or sometimes they don't...) with different resulting speeds.

    15. Re:Interesting idea by Atzanteol · · Score: 4, Informative

      Mmmmm. Apparently there is an open source lib for physics.

      http://ode.org/

      But your point about a standard like OpenGL not existing is true. We'll probably have a rehash of the early graphics library incompatabilities again. ::shudder::

      You think people would learn. Open standards help a new technology to expand and to become accepted. It helps *everybody* in the industry.

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
    16. Re:Interesting idea by Eric+Savage · · Score: 1

      Bad news: everybody's game will react basically the same and they'll have to decide if that's a good idea.

      Isn't that good news? The point of game physics is usually to make it seem more realistic, and as everything approaches realism it will converge and eventually become the same.

      --

      This is not the greatest sig in the world, this is just a tribute.
    17. Re:Interesting idea by Telvin_3d · · Score: 1

      I wouldn't think so. It sounds like this is a combination of a scripting language or its like, and then hardware that is made to make the best use of that language.

      Apparently the Unreal 3 Engine stuff is going to be shipping with this in early 2006, and I would be surprised if 1% of the gaming community has this in their box by then, so it must be capable of being software rendered.

      So, no the collisions will be the same, but the people with the hardware will get a huge boost in frame rate.

    18. Re:Interesting idea by BannedfrompostingAC · · Score: 5, Informative
      like bullets - these are "instant shot"
      Wrong. Have you ever fired a gun? It actually fires a gyroscopically-stabilized projectile that takes a discernable amount of time to reach its destination. Hitting a non-stationary object reliably at long range (800m-1000m) is next to impossible.

      This matters at the physics level. If you are going to fully implement the ballistics you are going to have implement the motion of the bullet, the atmospheric drag on the bullet, the gyroscopic stabilization, the effect of gravity on the bullet ("bullet drop") not to mention the effects of the individual specifications of the bullet itself, and perhaps some entirely random factors (the world isn't perfect).

      And if you are implementing a game where players can fire an assault rifle full-automatic (600-700 rounds a minute or more, depending on too many factors to list - which might need to be implemented and calcuated by the computer, of course...) you can see that the CPU is going to start needing some help to work it out.

      And that's just the bullets.

      The gun example is just an example of the sort of jobs a co-processor might be required to do in an FPS environment. To cut a long story short, if you are going to be simulating life, even a small approximation of life, accurately, you are going to need to be calculating an awful lot of physics.
    19. Re:Interesting idea by gl4ss · · Score: 1

      so..

      does all the games that use havok feel the same?

      --
      world was created 5 seconds before this post as it is.
    20. Re:Interesting idea by divisionbyzero · · Score: 1

      There is an API that they developed and Epic is using in Unreal 3 called NovodeX (http://www.ageia.com/novodex.html). It's proprietary but it seems to serve the same function as OpenGL (i.e. cross-platform API).

    21. Re:Interesting idea by Anonymous Coward · · Score: 0

      That's true, but that already occurs in games, If I shoot a rocket through a player in Quake III, a cloud of blood appears, or gibs fly a certain distance away from the corpse depending on how much damage beyond their health they took. (if for example it was serious overkill and they had 25 health and took 75 damage, they turn into a cloud, if they had 100 health and took 101 damage, they just flop over and lie down)

      These are very basic predetermined death libraries, any game has the ability to make these larger, with a physics chip or without, it just means taking up more RAM since you have to have them all preloaded. What a seperate physics chip is capable of doing is saying, this person took X amount of damage to Y distance from their centre of motion and Z distance above their centre of mass, therefore, they will spin W times left, do V backflips, and fly U feet, whereupon they will hit the ground with T force - calculate for additional ground impact caused damage.

      You can do this now of course, it just takes longer, which makes me curious what exactly a physics chip really is? Is it just a seperate processor devoted to physics? What I'm hoping is, it's a processor where they've built all the half-adders etc to do physics math exclusively, so that it doesn't have to do all physics from a mathmatical perspective and can instead have, sections for calculating orbits based off Kepler or something rather than having to steal the other processors cycles to figure it out. Either way it will improve gaming, but if it's the latter, games potentially could make one giant leap. Since this means less load for physics and more cycles devoted to graphics and the like as well :D

    22. Re:Interesting idea by Dark+Paladin · · Score: 1

      My apologies - I was speaking of instant from a game view, not real life.

    23. Re:Interesting idea by graphicsguy · · Score: 1

      This is actually a debatable point. When I used to work on collision detection, we generally acknowledged that the actual detection of collisions was easier than the generation of accurate collision responses. There are lots of software speedup techniques (based on space partitions and hierarchies) to reduce the work in figuring out where the intersections occur. Computation of "penetration distance" as well as doing the physics with realistic friction forces makes the problem harder. (see software packages like I-Collide, V-Collide, RAPID, etc. for computing collisions, distance compuatations, penetration distances, etc.)

    24. Re:Interesting idea by edremy · · Score: 1

      Hitting a non-stationary object reliably at long range (800m-1000m) is next to impossible.

      I've done this any number of times at greater distances while both I and the target were moving.

      Of course, it was with a tank cannon...

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    25. Re:Interesting idea by graphicsguy · · Score: 1

      I've worked with the Lin-Cannny algorithm. It's great for tracking closest distances between non-colliding, convex polyhedra. It becomes a bit more problematic when the objects are actually interpenetrating, and of course the convexity restriction probably makes it incompatible with most games.

    26. Re:Interesting idea by Anonymous Coward · · Score: 0

      (600-700 rounds a minute or more, depending on too many factors to list - which might need to be implemented and calcuated by the computer, of course...)

      That's only 10 rounds per second. In that time we can process seveal hundred million operations.

      The gyroscopic stabilisation actually makes the physics easier; not harder. Gravity is a contant force and very simple. Wind resistance is negligible.

      But more to the point, you don't need that level of precision. The most complicated calculatuion you need is to project a parabolic path through time, with a possible random jitter to simulate innacuracy, and determine whether any objects are in the way. It takes a lot less development time, and is indistinguishable to any player, whether they've fired a real gun or not.

      At this level, almost everything an be abstracted. A plane has forces for life, weight, thrust and drag. That's it. Most of this stuff is quite predictable.

      Where it gets more complicated is where components interlink. pick up someone's hand. The forarm will follow. lift the hand higher, and the rest of the arm then the rest of the body will follow, down to the legs and other arm. These will interact with each other as well so the body will be hanging correctly. This is where custom hardware is needed. All these parts are folloing similar behaviour and they all interact with each other. Or planetary motion. 2 bodies in orbit are simple to model mathematically. 3 or more are horribly compicated, and really need to be calculated iteratively.

    27. Re:Interesting idea by johnnyb · · Score: 1

      It's not really the intersection processing that's hard, though, it's the physics response. Such things as:

      * Forces on the object (drag, normal, gravity, etc.)
      * Preservation of kinetic energy and momentum on collisions
      * Deformations due to collisions
      * Breakage of solid objects due to collisions
      * Rotational properties of rigid bodies
      * a whole lot of other stuff for fluid dynamics

      I've only implemented a simplistic physics engine for a simplistic game, that basically just did particle-based physics response. A single collision resulted in about 20 matrix operations to determine the final post-collision velocities.

    28. Re:Interesting idea by Anonymous Coward · · Score: 0
      Nope it's about time, though the whole dual(multi) core push right now may end up making extra processing units of various kinds extrainous. Reguardless I'll be picking one up if they become usefull.



      You can never have too powerful of a computer. Until my home PC starts plotting the demise of the human race I will always be looking for something faster/better to add to it.

    29. Re:Interesting idea by MrWarMage · · Score: 1

      In short, the PPU would perform the same function the GPU does now that it's mature. GPU is given an instruction set and access to data as proscribed by the CPU - for graphics data. Then the CPU need not worry about seeing it again. PPU, same process - let the CPU worry about unravelling and displaying the BSP tree, the sound and network layers - shunt the motion math to the processor optimized for the purpose. Fire and Forget Physics in you pipeline. -- I could be wrong --

    30. Re:Interesting idea by delus10n0 · · Score: 1

      like bullets - these are "instant shot", so the developer just says "if there's a straight line between the direction the Player A is facing, and if that line would intersect Player B, then it's a hit. If not, then miss.

      Just a side note, but this is something that really bothers me about most FPS's-- even Doom3/Half-Life2 gets this wrong in my opinion. Bullets/projectiles should be treated as such, and not done in a "if the front of the gun can draw a straight line to the person, it's a hit" manner.

      Maybe it's a restriction of processing power; I certaintly don't know.

      --
      Not All Who Wander Are Lost
    31. Re:Interesting idea by istewart · · Score: 1
      So with a PPU, you have to decide on a common library of collisions. Good news: more objects you can play with and let the PPU decide what's getting hit. Bad news: everybody's game will react basically the same and they'll have to decide if that's a good idea.


      This, then, is an excellent opportunity for open source. Imagine the equivalent of OpenGL for physics cards. Once a standard is in place, then all that has to happen is something like libSDL that implements this standard in an open, portable manner.

      Once a library like that is in place, then yeah, everyone's game will probably act the same. But that will most likely be the beginning of a push towards games as a sort of "interactive cinema..." In other words, it'll be like the story-driven holodeck programs seen in some episodes of Star Trek: TNG, such as Captain Picard's "Dixon Hill" program. Somebody just needs to build something like a holodeck in order to free these games from a 2D projection surface.
    32. Re:Interesting idea by jbridge21 · · Score: 1

      Having a bunch of different players try out incompatible, competing approaches is key to the process of the collective coming up with something really good to settle down on as a standard. Open vs non-open is a slightly different issue, but if using Direct3D was really all that horrible, would it still have as widespread support from developers? Note that methods that remained too closed did, in fact, die off (GLIDE).

    33. Re:Interesting idea by Alcilbiades · · Score: 1

      I absolutely agree with you. Seems everyone is still thinking about a PPU in the same way as a GPU. Physics isn't just about what happens when something collides and is graphically shown. it is about how an object of x mass volocity density and shape meet object y what is the mathematical result. such as the bullet illustration. Air molecules have densities. basically a PPU would allow a programer to say a bullet has a certain mass and it leaves at a trajectory of x with a velocity of y what is the effect of gravity and the rest of what it runs into in this particular games physics laws. That would be the thing. the PPU would have to have programable physics laws for developers to key in. Anyways that is my 2 sense

    34. Re:Interesting idea by Have+Blue · · Score: 2, Informative
      Not really... Physics processing boils down to *2* things, which are themselves huge and complex fields:
      • Collision detection. You have some representations in the world- are any two of them intersecting? The answer to this depends on how they are represented and can be fast (boxes, cylinders, spheres) or expensive (polygon soup) or anything in between. The triangle algorithm you describe is indeed simple, but it's usually not feasible to run it on every triangle pair in the world in every frame- which is where the scene graph and various methods for trivial rejection come in.
      • Collision response. Once you have found an intersection, how do you correct the world state so that the objects are a) no longer colliding b) exhibit the correct behavior in response to the collision over the following state updates? A large part of this is quantifying the exact nature and magnitude of the overlap between objects, and for anything that isn't a primitive shape this can be complex.
      The complexity of physics in games is constantly increasing, which is why more and more companies are turning to providers like Havok who work on these problems full-time (instead of trying to solve them and make the rest of the game simultaneously, as an in-house solution would require).
    35. Re:Interesting idea by grasshoppa · · Score: 1

      Open vs non-open is a slightly different issue, but if using Direct3D was really all that horrible, would it still have as widespread support from developers?

      Yes.

      Why? Because, as the old saying goes: No one ever got fired for using MS ( well, IBM..but the point is, sadly, the same ).

      You've got this company saying they will give you the IDE, free, to develop games on their platform. Possibly free training thrown in. On the other hand, you have this open tech that you will have to build your own tools to use, or use someone else's that you don't pay for.

      It's very confusing for PHBs.

      --
      Mod me down with all of your hatred and your journey towards the dark side will be complete!
    36. Re:Interesting idea by 91degrees · · Score: 1

      but if using Direct3D was really all that horrible, would it still have as widespread support from developers?

      The plus side is that MS did actually listen to developers. DX5 and above are actually quite good. Non 3DFX 3D cards were quite rare before that, so back then most developers used Glide.

    37. Re:Interesting idea by jbridge21 · · Score: 1

      You've got this company saying they will give you the IDE, free, to develop games on their platform. Possibly free training thrown in.

      Which is part of my point. If they give you good documentation on how to use it, and it mostly works, for the developers as well as the users, then I find it hard to characterize that as a nightmare of incompatibility.

    38. Re:Interesting idea by 91degrees · · Score: 1

      Most games update the world at regular intervals (between 15 and 60 times a second). A bullet travelling at twice the speed of sound can travel a reasonable distance in that time. I suppose you could just calculate the trajectory in 10 metre segments, but would you really notice?

      It's not a problem with processing power. It's just that the developer's time is better spent on things other than a realistic physics model, when you have a perfectly adequate convincing physics model.

    39. Re:Interesting idea by DigitumDei · · Score: 1

      One wonders how fast this will take off. With 3d graphics cards, we had the cards also emulating the older 2d cards. So when you bought one, it was used with everything, and the new games just got to use more of it. With this, you get this hardware that is essentially useless for most applications. I'm not saying it won't take off, I just think it may gain popularity very slowly.

      The immediate benifit for the gamer is that when you have a lot of games running this, they begin to feel similar. As a FPS gamer, the worst part about playing a new game is getting those grenades bouncing back at you because the physics engine is different from what you are used to. Now some may say thats the fun of it, but I think that learning the physics engine is just a hinderance to playing the game (and thus partaking in the story).

      Game companies benifit from this when their game is new, but suffer when their game ages.

    40. Re:Interesting idea by Anonymous Coward · · Score: 0
      Wind resistance is negligible.

      Not true at all, actually. Bullets lose quite a bit of velocity due to wind resistance...with a bit of googling you can find ballistics tables telling you the velocity at different ranges for various calibers. At the longer ranges, crosswinds have a significant effect, though I've yet to see a game that simulates that.

    41. Re:Interesting idea by Fulcrum+of+Evil · · Score: 1

      Of course, it was with a tank cannon...

      "I'm a lousy shot, but this gun fires really big bullets".

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    42. Re:Interesting idea by Grishnakh · · Score: 1

      A plane has forces for life, weight, thrust and drag.

      Planes have a life-force?? Only if the pilot is inside, I think.

    43. Re:Interesting idea by intermediate_represe · · Score: 1

      I wonder how having a second processor would help. I mean, if instead the game developers were to write physics simulation as a different thread, then there would be the potential of using just a dual processor machine.
      Intel recently said that 75% of the chips it would produce in 2006 will be dual core.
      I would rather see a second processor which can be used by the rest of my system rather than a special purpose processor which is useless when I am not playing games.

      --
      Clark Kent is Superman's critique on the human race.
    44. Re:Interesting idea by Anonymous Coward · · Score: 0

      implement the motion of the bullet, the atmospheric drag on the bullet, the gyroscopic stabilization, the effect of gravity on the bullet ("bullet drop") not to mention the effects of the individual specifications of the bullet itself...the CPU is going to start needing some help to work it out.

      As someone that did this in realtime 600 times per second over 20 years ago, I have to disagree with you. You do table look-ups and you can do them in a clock cycle or two. Embedded systems and games have always used them.

    45. Re:Interesting idea by Anonymous Coward · · Score: 0
    46. Re:Interesting idea by Anonymous Coward · · Score: 0

      To simulate physics there are three important areas:

      1. Collision detection
      2. Collision response
      3. Contact/constraint solving.

      Steps 1 and 2 are now fairly easy to compute and solve with a CPU. Step 3 is a git of a problem which typically involves the construction of large Jacobian matrices (dimensions are NxM where N is the number of objects and M is the number of contacts or constraints), and then solving LCP problems using iterative approach methods akin to Runge-Kutta.

      This is where the pain is.

      The PPU will be do for matrix solving that GPUs do for triangle rasterising -- do the really hard bit. The rest will be down to the support library and software (think OpenGL and DirectX).

      I used to work in the Physics Middleware business... we laughed about the idea, but now I'm not laughing as much.

      If having the card allowed you to increase the level of detail, or give you more FPS, or some other advantage, and is under $100 -- hardcore early adopters like myself would probably get one if a few high profile games supported it.

    47. Re:Interesting idea by Anonymous Coward · · Score: 0

      Boost in framerate? Not if the GPU is already bottlenecked...

    48. Re:Interesting idea by turgid · · Score: 1
      And if you are implementing a game where players can fire an assault rifle full-automatic (600-700 rounds a minute or more, depending on too many factors to list - which might need to be implemented and calcuated by the computer, of course...) you can see that the CPU is going to start needing some help to work it out.

      Easy work-around: make it a game with laser guns.

      /me ducks.

    49. Re:Interesting idea by ErikZ · · Score: 1

      From the balistics chart for military ammo I'm looking at, it's worse than that.

      The slowest round that isn't a grenade, moves at 2500fps.

      Most of the FPS games I watch have the fighting at around 100 feet. But let's be generous(and lazy), and say 250.

      How far is a bullet going to drop in 1/10 of a second? Not very far.

      --
      Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
    50. Re:Interesting idea by ysachlandil · · Score: 1

      In fact, collision detection between two arbitrary polygons is pretty simple, use the Z-buffer from the graphics card. If you draw a polygon, and the Z-value equals the Z-value in the buffer, it is touching another polygon. Pretty simple, but the problem is that graphics cards don't tell you this...

      --Blerik

    51. Re:Interesting idea by drinkypoo · · Score: 1

      And you're still wrong, because games like aces high actually do physics modeling (dunno how coarse) for ballistics tracking. Basically any combat flight simulator (even Crimson Skies) does some form of ballistics tracking, at least making the bullet have a velocity if not tracking gravity as a simulator does. Bullets are instant in many FPS games, but not all. There are lots of FPS games in which you must lead targets.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  16. More than one use here... by TheNecromancer · · Score: 5, Funny

    This includes things such as Rigid Body Dynamics, Collision Detection, Fluid Simulation, Soft Bodies and Fracturing of objects.

    This will be useful for all those pr0n sites out there!

    --
    Attention all planets of the Solar Federation! We have assumed control! - Neil Peart
    1. Re:More than one use here... by AvantLegion · · Score: 3, Funny
      >> [..] and Fracturing of objects.

      This will be useful for all those pr0n sites out there!

      Fucking OW!

    2. Re:More than one use here... by ettlz · · Score: 1
      Rigid Body Dynamics, Collision Detection, Fluid Simulation, Soft Bodies and Fracturing of objects.

      What --- no quantum mechanics? What kind of physics simulation is that?

    3. Re:More than one use here... by Anonymous Coward · · Score: 0

      I was more bothered by the listing of "Rigid Body Dynamics."
      Isn't that kind of pr0n illegal?

  17. Oh great by Monkelectric · · Score: 1, Insightful

    Get ready for another *phucked* patent. The CPU in a computer is *VERY* capable of doing simulations. Someone explain to me why I need to purchase a *slower* processor with less ram to do it for me? The money would always be better spent on a faster processor...

    --

    Religion is a gateway psychosis. -- Dave Foley

    1. Re:Oh great by stupidfoo · · Score: 4, Insightful

      Someone explain to me why I need to purchase a *slower* processor with less ram to do it for me? The money would always be better spent on a faster processor...

      Yeah, just look how a 3.7GHz P4 with an intergrated graphics chipset outperforms a 2.4GHz P4 with a high end $500 graphics card.

      Oh wait... it doesn't.

    2. Re:Oh great by addie · · Score: 4, Informative

      Someone explain to me why I need to purchase a *slower* processor with less ram to do it for me?

      For the same reason people purchase graphics cards with slower clock speeds and less RAM to compliment their blazing fast processors. As the article explains, the CPU is a general purpose chip. A PPU will be fully dedicated to physics, and therefore likely far more efficient. By your logic, all processes in the machine should be handled by a single chip, which while elegant, is probably not the most efficient solution. I predict we will see more specific-purpose chips being developed, not fewer.

    3. Re:Oh great by simcop2387 · · Score: 1

      not if the slower processor is dedicated to doing a specific type of calculation and is also better adapted to doing so. would you want your 3ghz pentium 4EE to be doing all of your graphics because the cpu on your graphics card is slower? physics calculations could also benefit from the type of parralellism that this could provide. also not to nit pick but i'm assuming when you say ram you don't mean cache. in which case your 3ghz intel pentium 4EE doesn't have any ram either, the ram is completely seperate from the cpu.

    4. Re:Oh great by cmowire · · Score: 1

      Yeaaaah.

      My personal assessment is that it's really just a CPU with some of the instructions thrown out and some programming built in.

      I'm betting that it's aimed at being included in a gaming console, or just on a cartrage, like certain 3D SNES games. It seems, to me, like if you were going to do something for the PC, you might as well just stick an extra CPU in... although I am finding the notion of a second, slightly slower CPU on a PCIe card vaugely appealing (could put Linux on it and make a beowulf cluster!)

    5. Re:Oh great by bofkentucky · · Score: 1

      Chips, probably not, but different cores, that is a possibility. Sun/Fujitsu is talking about having a TCP offload engine as a core in some of their new multi-core procs. Encryption cores to replace those CryptoSwift PCI cards would be next, beyond that graphics, physics, and sound cores. All in a single package, a shared cache pool between them would mean extremely low latencies. timing/sync errors would be minimized, with hypertransport or PCI-E interconnects to the physical devices to implement the video/sound connectors.

      --
      09f911029d74e35bd84156c5635688c0
    6. Re:Oh great by Anonymous Coward · · Score: 0

      Someone explain to me why I need to purchase a *slower* processor with less ram to do it for me? The money would always be better spent on a faster processor...

      Even at 10GHz, your machine would be crawling with a 2MB PCI video card with no acceleration, a winmodem, a software raid card without even an xor engine for calculating parity, and so on.

      If you could buy a robot that could do 10% of what you normally do in a day, and did 10% of what you normally do in a day leaving you free to do more things, would you? Or would you just try to stay awake 10% longer (and hope you don't run out of time per day!)

    7. Re:Oh great by Anonymous Coward · · Score: 0

      The CPU in a computer is *VERY* capable of doing simulations. Someone explain to me why I need to purchase a *slower* processor with less ram to do it for me?

      You know what? When NVidia announced their GPU, I said the same thing. When the first benchmarks came out and proved that NVidia's hardware was slower than performing the same operations in well-optimised software, I was even more convinced that hardware T&L was nothing but hype.

      Oops.

      Be careful when you dismiss a new technology too soon. This may go the way of the MPEG accelerator card of the mid-90s (remember those? No, nor does anyone else), but it may just as easily be everything its developers claim...

    8. Re:Oh great by oliverthered · · Score: 1

      I predict that things will start to move more 5th gen and have been for the past 7 years, especially with things like the CUBE processor.

      I said in 10 years time we would start to see tens of processors being used and in 15 maybe hundreds and encouraged my friends to start thinking in terms of threading and parallel processing. Intel looks to be bringing out a duel-core hyper-threading this year,so in three years time the cores race may start to overtake the MHZ race.

      --
      thank God the internet isn't a human right.
    9. Re:Oh great by Anonymous Coward · · Score: 0

      ' All in a single package, a shared cache pool between them would mean extremely low latencies. '

      fine if your only running one process, but if your running more than one process is makes sense to use lots of chips as well.

    10. Re:Oh great by Anonymous Coward · · Score: 0

      Replace "high end $500 graphics card" with "cheap $100 graphics card" and the result is the same.

    11. Re:Oh great by Orne · · Score: 1

      This may go the way of the MPEG accelerator card of the mid-90s

      Ok, but during that 2 year window of opportunity, when every gamer wants a physics processor add-on to eek out another 5 FPS, I think they'd still want to milk it for every dollar they can get... Just ask the people who invented the Hollywood DVD PCI card... It almost quadrupled their stock value back in 1994, you have to believe they made some money off of it.

    12. Re:Oh great by gstoddart · · Score: 1
      As the article explains, the CPU is a general purpose chip. A PPU will be fully dedicated to physics, and therefore likely far more efficient.

      Well, I guess being neither a physicist nor a chip designer, what kinds of things will one put into the chip?

      Supefficially, this sounds like back in the day when you could buy an external math co-processor to make something dedicated to do all of that non-integer math for you.

      Would this just have hardware implementations of 5 super-handy physics algorithms? Or is it going to try and do more?

      --
      Lost at C:>. Found at C.
    13. Re:Oh great by grungefade · · Score: 0

      Since when did faster always become better? Seems to me you have a very short sided view of looking. Did it ever occur to you that maybe a company wouldnt come out with a product if it slowed down performance? Maybe you should read and find out why before nonsensically complaining about something you know little to nothing about.

  18. Hmmm by Anonymous Coward · · Score: 0

    I always imagined we would have dedicated AI cards by now...

  19. First physics engine.... by ivan256 · · Score: 2, Insightful

    ...but coincidentally the 1,000,000,000th computer accessory that will be a complete failure in the market.

  20. Got one. by Anonymous Coward · · Score: 0

    My unit is a wonder of fluid dynamics.

  21. Don't say it... by Anonymous Coward · · Score: 0
    pale in comparison in scope to what the PhysX chip from Ageia has the potential to bring to gaming.

    Duke Nukem Forever!!

  22. What about homework? by markmcb · · Score: 5, Funny

    If this thing can do physics homework, I'm getting two.

    --
    Mark A. McBride -- OmniNerd.com
    1. Re:What about homework? by patmanDC · · Score: 1

      Ha! Hilarious...

    2. Re:What about homework? by Dr+Caleb · · Score: 1
      It might do your homework, but it won't show it's work. Especially if the nextgen version is quantum based.

      --
      "History doesn't repeat itself, but it does rhyme." Mark Twain
    3. Re:What about homework? by Anonymous Coward · · Score: 0

      You'll need to buy an EPU (Economics Processing Unit) to teach you about the Law of Diminishing Returns.

    4. Re:What about homework? by Anonymous Coward · · Score: 0

      Now we could have yet another lame excuse: "my dog eat my PPU unit and couldn't finish my homework"

  23. Re:The First What? by tepples · · Score: 1

    This processor is designed to simulate dynamics of systems other than the inside of a semiconductor chip.

  24. If the physics are real ... by Anonymous Coward · · Score: 0

    then why play a game?

    1. Re:If the physics are real ... by TheGavster · · Score: 1

      Because of those pesky guys that try to jail you for mowing down the neighborhood with a minigun. I only did it because the computer wasn't getting the splatter patterns wuite right ...

      --
      "Because Science" is one step from "Because old book". Try "Because of my experiment testing my falsifiable assertion".
  25. Software in Hardware by Usquebaugh · · Score: 1

    So which physics model are they using? I'm pretty sure it's not the RealLife(tm) one. That being the case how the hell are they going to upgrade it.

    We have some very sophisticated software for newtonian physics modelling. We already have very fast general purpose hardware. Is this add on any more than just neon lighting for gamers?

  26. Yet another reason. by slungsolow · · Score: 1

    Yet another reason for Duke Nukem Forever to be delayed.

  27. Major drawback by wcrowe · · Score: 5, Funny

    Considering that most games routinely defy the laws of physics, I would think that such a processor would actually make the games more dull.

    --
    Proverbs 21:19
    1. Re:Major drawback by Reignking · · Score: 0

      What? Now, falling off of a 10-story building actually kills me? BOO!!

      --
      One man's Funny is another man's Offtopic.
    2. Re:Major drawback by Truekaiser · · Score: 1

      it should be useful for all the counter strike clones also racing and other sports games should be able to use this. anyway if this is over $100 i would not be able to justify buying yet another add in card that i will only rarely use. though it will most likely be put onto a video card as a co-processor

    3. Re:Major drawback by I!heartU · · Score: 1

      Heh yeah just as dull as GPU makes it look real right.

    4. Re:Major drawback by Anonymous Coward · · Score: 0

      Just as all different games render different graphics on the same GPU, different games can have different physics on the same PPU. What is being optimized here are the calculations that are needed to do the physics. Such as working with 4x matrices. The game still gets to decide how to use the matrix, but the PPU will be able to do all the nice fast optimized linear algebra calculations.

    5. Re:Major drawback by Googo · · Score: 1

      As many of those parameters would probably be specified by the game, I don't think it would make much of a difference. In fact, it could possibly make it more immersive keeping the physics of the game consistent. It will probably just do the calculations on how objects react when the collide, etc. The way it reacts is still up to the programmer. If they want to simulate real life physics, they can, or if they want a fantasy based physics, they can.

    6. Re:Major drawback by Dahlgil · · Score: 1

      Actually, games don't routinely "defy" the laws of physics, but they do frequently "stretch" it. Most people would find it hard to accept a game that completely violated the laws of physics. It would be too hard to make sense of. Consequently, games--even some of the most over-the-top cartoonish games--use real physics as a base, then just bend those rules to suit the character's superpowers or the game's universe to the game designer's whims. That's exactly the kind of thing I would expect a physics engine to be good at. You can be certain that the APIs will permit the physics to be tailored any way you want. You want little gravity? You want a lot of gravity? You want light to bend more or less than it naturally would? Fine, just plug different parameters into your APIs. This is the beauty. It's not that everyone is now forced to use "real" earth physics, but that you can now implement "believable" physics with better performance and without the same degree of toil to handcraft these things from scratch.

    7. Re:Major drawback by The_Wilschon · · Score: 1

      I think when you say, "defy the laws of physics," that you actually mean, "use different conditions than what we are used to here on Earth." For example, falling a long way and not going splat doesn't defy the laws of physics, it just indicates that the character's body is held together a lot more strongly than a normal human body. This does not defy any physical laws, it just uses different conditions than "normal human body falling under earth gravity," instead it is "body which superficially resembles a normal human body, but which is much more difficult to break apart falling under possibly somewhat lighter than earth gravity." Or maybe the viscosity of air is much higher than earth's atmosphere, so the terminal velocity is low enough that even a normal human body would survive such a fall.

      If conservation of momentum or mass-energy (for example) were broken in such a way that they could not be accounted for in ways that would not affect the gameplay (ie the air is heated slightly), then the laws of physics would be being denied. For example, if you ran into someone, and then suddenly both of you had a high velocity in the same direction, conservation of momentum would be violated.

      --
      SIGSEGV caught, terminating

      wait... not that kind of sig.
    8. Re:Major drawback by Anonymous Coward · · Score: 0

      Even if a game defies real world physics, it still must do some sort of physics computations. Just because the physics in a game could not work outside of the game doesn't mean that they don't have computations behind them

    9. Re:Major drawback by chl · · Score: 1
      Who said they have to simulate our kind of physics?

      chl

  28. Huh? by el+QuesoGrande · · Score: 1
    Can someone explain this to me? Seems an inside reference. (requires you to RTFA):
    snip
    GD: Faith Hill or Shania Twain? (this has nothing to do with their music)

    Curtis: Really when you have physical scale as we do it is Jessica Simpson, Beyonce, Mariah, Jewel, Britanny, Shakira, Christina and the other 2.5 billion singers in addition to Faith Hill AND Shania Twain - we want them all.

    1. Re:Huh? by naturaverl · · Score: 1

      See the above comment about "all those pr0n sites out there"

    2. Re:Huh? by Anonymous Coward · · Score: 0

      Ginger or Mary Ann?
      Wilma or Betty?
      Romana One or Romana Two?

      That is, which would you prefer (in a shallow, sexist, male chauvinist pig kinda way, naturally).

    3. Re:Huh? by 9Nails · · Score: 1

      To me, it's a question of preferance. Boxers or briefs. Blondes or brunettes. Etc... Sounds like Ageia is finding out that true love is blind. They want 'em all!

  29. Here's why it matters by Deep+Fried+Geekboy · · Score: 5, Interesting

    If you have a game like Unreal Tournament 2004, it is the physics processing that really kills your framerate, no matter how good your GPU. You can see this by simply swapping between the Deathmatch and Onslaught gametypes. The Onslaught world is filled with vehicles which run off the Karma physics engine, and they KILL your framerate, so that the game effectively becomes CPU-throttled, instead of GPU-throttled (which is what we are used to). A PPU is a genuinely brilliant idea, and relatively easy to implement. It will be interesting to see what the programming interface is... and whether the board runs an engine like Karma or something they've invented all for themselves. Prepare to be amazed, I think.

    --

    I'm not wrong. You haven't thought about it hard enough.

    1. Re:Here's why it matters by oliverthered · · Score: 2, Interesting

      What makes you think this isn't killing the graphics side of things?

      If you look at most games they have static worlds, so why don't they have move moving parts like doors, windows, fans, windmills, fixed physics holes blown in walls even if there's no physics attached to them?

      Because move able objects kill all you attempts to optimise the 3D objects, BSP doesn't work for deformables, QTrees can be done, but it's quite intensive and you have to use non-uniform QTrees which are a lot slower.

      So for a PPU to work it must be able to deal with space processing as well as just hard physics.
      Infact if the space processing was performed on fast off CPU processors then you'd be able to do a lot more physics on the CPU.

      --
      thank God the internet isn't a human right.
    2. Re:Here's why it matters by clutch110 · · Score: 5, Interesting
      Here is a link to an Epic developer talking about how the Unreal 3 engine will use this PPU.

      Very interesting technology, comes with its own SDK and should be able to handle many times the amount of physics based objects in a game than the CPU can handle now.

    3. Re:Here's why it matters by xenocide2 · · Score: 1

      Or maybe its just that Onslaught levels have about four times as much geometry, so that the vechiles have a transportation speed difference. Naw...

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    4. Re:Here's why it matters by Rhys · · Score: 1

      Don't forget to include other applications that (could) drive this beyond games. (which makes me wonder why they aren't...)

      What are the DoE's ASCI centers doing? This includes things such as Rigid Body Dynamics, Collision Detection, Fluid Simulation, Soft Bodies and Fracturing of objects. is a pretty damn close description of what they do. They do it massivly parallel of course, in order to get decent performance out of it. But there's no reason they shouldn't be able to have these little add-on cards doing the number crunching with the CPU mediating networking and the OS overhead.

      If these little guys work as promised and catch on, I wouldn't be surprized if we start seeing a lot of CPU-soldered-on-to-motherboard solutions coming out, with the PPU and GPU the "high cost" items you actually slot into your computer.

      It will raise the complexity however, because you'd really like your PPU to do some direct geometry manipulation, not have the results fed to the GPU for display via the CPU.

      --
      Slashdot Patriotism: We Support our Dupes!
    5. Re:Here's why it matters by Anonymous Coward · · Score: 0

      The Onslaught world is filled with vehicles which run off the Karma physics engine, and they KILL your framerate

      It sounds like their implementation of a physics engine doesn't work properly. Think about it: it's absolutely ridiculous that vehicles owned by another player should slow your computer down.

      Movement and position has already been done by the other clients and verified by the server. Why are all clients all running a full local physics simulation for every vehicle? There's no point! There's even no point in running full physics on the server - all it really needs to do is prevent cheating (make sure the top speed is obeyed, and that the turn rate is reasonable).

      PPU is just another buzzword for useless technology that achieves in hardware what half-competent programmers could in software. My prediction: some people will use it for a little while to try and sell physics engines, but then it'll fade into obscurity.

    6. Re:Here's why it matters by krunchyfrog · · Score: 0

      At last, we'll be able to do some demolition derbys into UT2004!

      --
      printf($randomline(sigs.txt) \n "-- "$randomline(authors.txt));
      -- myself
  30. Who wants reality? by 3770 · · Score: 1

    "What is increasingly defining successful games is how well they emulate reality," said Rob Enderle

    Now seriously, why would I want to play a game where I need to sit down and rest after running 3 flights of stairs?
    --
    The Internet is full. Go Away!!!
    1. Re:Who wants reality? by Anonymous Coward · · Score: 0

      you fat fuck

    2. Re:Who wants reality? by spankey51 · · Score: 1

      Me... I want reality... I'm training for my helicopter license and can honestly way that Microsoft (I know... Boo Hoo... microsoft sux) Flight Simulator 2002 helped me tremendously! It usually takes 10+ hours (about $3500-4000 worth of training) to get used to the controls and hovering... I did it within ten minutes of starting the engine... and I definately owe it all to the reality of flightsim.
      Furthermore, this technology won't ruin games like "Worms Armageddon" or "solitaire" or whatever you're into that has it's own cartoon physics... it's for games like Half Life 3 and stuff like that... meant to be spectacular. I imagine it will make 3d animation a whole lot easier too. Most of the time is spent animating physical interactions and the like; and when it becomes sofware managed, we can expect some amazing things because we can spend our time animating more efficiently = more work in less time...

      --
      -ubuntu others as you would have others ubuntu you.
  31. I Wonder... by Nom+du+Keyboard · · Score: 2, Insightful
    I wonder which unannounced, next generation game console would jump on this.

    I also wonder how it compares to the Cell processor's dedicated units.

    For a console, sounds like someone could really steal a march on the rest of them...

    ...Or become the next Amiga.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    1. Re:I Wonder... by JFMulder · · Score: 1

      I'm sure the Phatom will use it. :)

  32. I like the idea by 88NoSoup4U88 · · Score: 1
    I like the idea of bringing Physics calculations to a seperate processor (then again, I'm a noob on hardware) ; as physics seem to be of great importance to bring quality interactivity to a user/gamer.

    Whereas Havok (http://www.havok.com/) seems to be doing a great job , software wise, I don't find it too strange to let those calculations be done on a seperate unit ; and take the strains/limits off that we have with current hardware.

  33. Speaking of Physics by wiredog · · Score: 0, Offtopic
    Hans Bethe Dies at 98

    "Nobel prize-winning physicist, he found the energy source of the stars and campaigned for nuclear power - and nuclear disarmament"

    He also worked on the Manhattan Project, as head of the Theoretical Physics Division.

  34. Psychic Processor Unit by TheDoctorWho · · Score: 1

    The Pyschic Processor Unit, PPU for short, is able to know what type of multi-tasking you will be doing before you do it. This was the first great invention of mankind that eventually led to mankinds extinction.

  35. Re-release the Classics by Ghetto_D · · Score: 2, Funny

    Hopefully once these fall into common usage they'll re-release the "classics" such as Dead or Alive Beach Volleyball. You know, games that could really benefit from this technology.

    1. Re:Re-release the Classics by mollyhackit · · Score: 1

      Finally a way to take the "bouncing boobies" load off of my processor.

  36. Exclusive? by Seft · · Score: 1

    The Inquirer had a big article on this yesterday. But then again they are always good at getting info out early :)

  37. how bout in bots rather than games by _ph1ux_ · · Score: 2, Interesting

    I think it would be interesting to PPUs in use in robotics. Maybe these devices can give better balance sensors - or provide intrinsic abilities for robots to know/sense how to navigate and interact within the world.

    Shouldnt mechs use this to create highly mobile bipedal motion with a good ability to balance in chaotic environments (fast paced combat)

    ???

    1. Re:how bout in bots rather than games by ajlitt · · Score: 1

      The PPU (or so it's been nicknamed here) accelerates the simulation of a kinematic model. In motion control systems, you want exactly the opposite: to accelerate processing of an electrical response to real-world events.

      Take for instance the Segway. Its control system basically mirrors the classical inverse kinematics example of an inverted pendulum (i.e. balancing a stick on your finger, but in 2d). Its input really boils down to a measurement of inclination at the top of the handlebar and its outputs are the current to both motors. When 'standing still', the Segway is trying to complete an equation with its input being the inclinometer and its output being the amount of power to apply to the motors for a certain amount of time. Reality is not being modeled here, rather it is set up to respond accordingly to a change in reality.

      In a more complex system (ex. a bipedal robot) there are more equations to manage (more outputs) and there are far more inputs, including some that are internally abstracted from sensors (i.e. making a list of motion bounds to check against based on map and sensor data, so you don't hit stuff). Still, being able to model the appearance or reaction of external objects would not make it easier to make a device that moves in that environment.

    2. Re:how bout in bots rather than games by Anonymous Coward · · Score: 0

      Seeing as how many games iron out network latency with (basically) physics *prediction*, I dont' see why not.

      An PPU, engineered to quantify and calculate on large numbers of vectors simultaneously, would fit the bill nicely. That way, asimo just won't fall over, he'd know it was going to happen beforehand.

    3. Re:how bout in bots rather than games by _ph1ux_ · · Score: 1

      You obviously know a lot more about this than I, but what are you saying; that there is *not* a benefit to a CPU that can do physics specific calcs in a bipedal bot or there is?

      I would think that you might be able to have a 'locale specific' PPU, say one for each leg. In the example of the Segway if you could build all that logic into an ASIC and give each leg an ASIC PPU that can calc its balance independantly when its the only leg supporting the weight, and in parallel when both feet are touching the ground....

      also, to learn from games, the PPUs could take data about the PROPERTIES of the objects in the world around them, and determine how to better balance.

      e.g. if the machine saw that it was about to place its second foot on a pile of cardboard boxes - it would recognize the properties of the boxes and not attempt to calc the footing in maintaining balance.

      "how would it get the properties of the objects around it"

      There was a story about searching for information based on images. We have seen this a ton in Anime, robocop etc - where the bot looks about a room and the silohette of what he sees is analysed and a decision is made about the object. read more about this in my comment in this thread
      here:

      well, maybe not more efficient for you - but could be a HELL of a lot more efficient for visual AI.

      The human mind is already exactly this - a visual google. We have a DB of contextual knowledge that is accessed and triggered through a few sensory inputs - smell, touch, sight etc...

      here we could have a robot that could 'see' be able to get contextual information based on what it is seeing.

      Say you have it walk into a room - and the room is filled with a bunch of objects, the AI could scan the room, then determine approproate courses of action/manipulation for each object. It would see a chair, and could then receive instructions on how to sit in it. How to use the sink in the corner etc.

      As long as these AI share a backend DB, when one robot learns to use a thing - that knowledge could be shared and associated with all like-things. So even though the chair looks different than the original seed chair, the useage is always the same - such that all contextual information would be attached to all images that match the criterion.

      The next step - is modifying the "definition" of an object, based on the need or situational dynamics.

      A chair in one dynamic is used for sitting - in another its used for climbing up higher - in another a even a weapon.

      The real value here is to be able to pull contextual information from Object based reality, as this is a leap for machine AI to do what the human mind has mastered.


  38. This is going to cause an endless loop with God by Anonymous Coward · · Score: 0

    The universe is going to be processing physical laws, then BAM! this processor will hit it with a function call. The only thing God'll be able to do is reboot and start over.

    If only scientists would be a little more concerned with nested loops.

  39. Do you think your PPU will revolutionize gaming? by Anonymous Coward · · Score: 0

    In what ways do you think your PPU will revolutionize gaming?

    For example, imagine you being part of a battle scene similar to the ones depicted in the Lord of the Rings: Return of the King, Troy the movie.

    You might want to cut the last 3 words of that sentence.

  40. Nice pictures, nice blurb by turgid · · Score: 4, Interesting
    but what the heck is it? Is it just a RISC processor with lots of FP SIMD units for doing lots of sums in a hurry? Is it VLIW? Is it related to any existing CPUs? Is it just the next evolutionary development of the current generation of GPUs?

    Pictures of boards are all well and good, and the martketing hype is fun, but we need to know.

    1. Re:Nice pictures, nice blurb by jericho4.0 · · Score: 1
      It's what dreams are made of.....

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    2. Re:Nice pictures, nice blurb by ggvaidya · · Score: 1

      Parent has successfully identified the chief problem with the article: not enough acronyms! :P

  41. AIPU by oliverthered · · Score: 1

    This game has dazeling grahpics that look like a film, physics so good you can really blow the walls apart, but an AI that sucks.

    I don't want a game that looks, sounds or 'acts' real if it's AI isn't much better than snake's.

    --
    thank God the internet isn't a human right.
    1. Re:AIPU by Declarent · · Score: 1

      Actually, having more cpu resources freed up by a PPU would enable you to have a more elaborate AI engine.

      Game physics (boundary calculations, collisions, rebound, etc) all take a huge chunk of processor time.

      More resources available for AI will mean better, more computation intensive AI.

      This is just like when we had no physics engines because the CPU's were too busy doing software graphics rendering.

    2. Re:AIPU by SlayerDave · · Score: 1
      Games need an A.I processing unit (AIPU)

      There will be no AIPU forthcoming. Why? There are a huge variety of AI algorithms in use in many different game genres. The AI in a FPS is radically different from the AI in an RTS or a sports game or a driving game. There is no common set of frequently used, parallelizable AI algorithms that could be built into silicon and that are applicable to all game genres. Graphics routines, as well as rigid body dynamics, fluid dynamics, etc. do have a common mathematical and algorithmic framework that can benefit from hardware acceleration. That being said, offloading work to the GPU, PPU, and sound card frees up more CPU time for AI.

  42. Take Two? by Jailbrekr · · Score: 1

    Take Two would love this if they have a dedicated set of instructions which cover the finer aspects of running over hookers.

    --
    Feed the need: Digitaladdiction.net
  43. Excellent, fascinating, BUT.... by TomorrowPlusX · · Score: 5, Interesting

    I'm not a professional developer... that said I'm developing both a robotic simulation API/framework and a game, both in my free time, both *heavily* use the open dynamics engine for physics.

    The Open Dynamics Engine is free, & open source. It's not the best physics engine, by any margin. However, being open source I can afford it... and most importantly I can use it on my Mac ( hell, I actually provided some patches to get it to correctly use single-precision trig when OS X.3 came out ). Plus, I want to release my game and robot simulator under an open source license... can't expect people to *buy* novodex or havok just to build the apps.

    This PPU looks like a *wonderful* thing, but reading their site, and the interview, it sounds like to use it you've got to use Novodex. That said, Novodex is awesome -- and many games use Novodex already for physics.

    (Perhaps I missed something, maybe Novodex is just an API wrapper. Maybe they'll have a low-level API which you can bind to as you want. )

    But the thing is, I'd like to be able to buy one of these boards and *not* have to shell out for a developer license for an API which isn't even available on Mac ( maybe it is ). Also, both my simulator and game are intended to be released under an open source license at some point. So, no novodex for me. So, no PPU for me.

    Perhaps we're just a little short on data at the moment.

    --

    lorem ipsum, dolor sit amet
    1. Re:Excellent, fascinating, BUT.... by TomorrowPlusX · · Score: 1

      I think, to clarify my point above, it should be pointed out that you and I can right now write open source games using OpenGL or DirectX; anybody can get the SDKs ( I don't know what dev tools cost on windows, but for Mac OS X and linux it's free ).

      So, my question is, can we poor OSS types program against the PPU? Or do we have to drop 10k for a Novodex license?

      This would *suck* for the indy game industry.

      --

      lorem ipsum, dolor sit amet
    2. Re:Excellent, fascinating, BUT.... by Anonymous Coward · · Score: 0

      NovodeX is free for non-commercial use.

    3. Re:Excellent, fascinating, BUT.... by Anonymous Coward · · Score: 0

      I'm not sure this is public information, so I'll post as AC: as far as I know, Ageia owns/has a majority stake in NovodeX. So it is up to them, and they could choose to make the NovodeX API open source just to be able to sell their hardware...

  44. let's keep this between ourselves by thesalodonkey · · Score: 0

    let's not let the rest of the world know there's something in use called a PPU. I just don't think they'd understand.

  45. For the same reason we have GPUs, of course by tepples · · Score: 5, Informative

    Your video card's GPU runs at a slower clock rate than the CPU, but because its pipelines are completely optimized for T&L and triangle filling, it can do those tasks faster than your CPU ever could. Likewise, a physics processor is optimized for simulating the dynamics of a mechanical system.

    1. Re:For the same reason we have GPUs, of course by Anonymous Coward · · Score: 0

      For a sec, I thought you said "Likewise, a physics professor is optimized for simulating the dynamics of a mechanical system." Damn right they are!

  46. Re:Why? by Anita+Coney · · Score: 1

    So nVidia and ATI will have one more product to sell to gamers. If someone is willing to pay $600 for a GPU, you know damn well they'll pay a few hundred for a PPU.

    It's now all about the frame-rates. Remember the old days when it was about the game play?

    --
    If someone says he and his monkey have nothing to hide, they almost certainly do.
  47. First Impression, This is stupid. by MatthewNewberg · · Score: 1, Insightful

    So far I feel this is stupid current for a few reasons.

    1) Games do not use Real Physics, they fake it. If they didn't fake it, you wouldn't want to play it.

    2) Processors are currently faster then what programs can use(If programmed correctly). It is going to take a few years before games keep up with Processors.

    3) Why not just have two general purpose processors. Multithreading is getting pretty common. What would the added advantage between having a seperate processor just for Physics,then having two general usage processors?

    Things could change in the comming years, but right now, or in the future I dont think something like this is needed.

    1. Re:First Impression, This is stupid. by RichardX · · Score: 4, Interesting

      1) Games do not use Real Physics, they fake it. If they didn't fake it, you wouldn't want to play it.

      Games also do not use Real Graphics (whatever that would be. Raytracing, presumably) - instead they fake it. And yet they still benefit a hell of a lot from GPU cards.

      This card does not force physics to be realistic - there's nothing stopping a developer making cars that go at 600 MPH, or having characters leap a tall building in a single bound. It just enables things like that to be done much easier, and more convincingly.

      2) Processors are currently faster then what programs can use(If programmed correctly). It is going to take a few years before games keep up with Processors.

      Only because of your GPU. Go on, take that baby out of there and fire up Doom 3. Whoops! Where'd your framerate go?
      The reason most games fly on current hardware is because they offload most of the work to the GPU. The major tasks outside of graphics are physics and AI - and the physics are getting increasingly more complex as games become more realistic.
      Those lovely flying ragdoll bodies have to be calculated somewhere, y'know.

      3) Why not just have two general purpose processors. Multithreading is getting pretty common. What would the added advantage between having a seperate processor just for Physics,then having two general usage processors?

      Again, the same could be said about a GPU. This does bring up an interesting point, however. If this takes off it won't be long before you have a GPU, soundcard (with hardware 3D audio), PPU, probably some kind of AI hardware card...
      how long before someone goes "Hey! I know! Why don't we combine all these things into a generic processor.. I know.. we could call it a.. uh.. CPU!"

      --
      Curiosity was framed. Ignorance killed the cat.
    2. Re:First Impression, This is stupid. by gilrain · · Score: 1

      The potential is not hyper-realistic physics. It's hyper-accurate fake physics. Just because you have a PPU doesn't mean it has to model real life physics. For instance, you may not want the strength of your character to be realistic -- but I bet you want the physics of the car you just tossed at the building to be realistic. See the potential now?

    3. Re:First Impression, This is stupid. by MatthewNewberg · · Score: 1

      Games also do not use Real Graphics (whatever that would be. Raytracing, presumably) - instead they fake it

      Yes that is correct, but Graphics and Physics are completely different when it comes to games. Physics are very simple currently (even in some of the most complex games such as Half-life 2) compared to reallife. There is currently a strong motivation to put completely realistic graphics in games. I guess the main point I have is Game Physics hasn't matured to the same point as when even the first advance Graphics cards came out. Physics currently are too much like hacks, and they are not even close to being standard

      Those lovely flying ragdoll bodies have to be calculated somewhere, y'know

      There is a large difference in bandwidth, and computation between calculating ragdolls and rendering graphics. Currently and in the future I feel the gains from having a Physics processor are not worth it. If I had a physics processor I would program for it but I dont see how much I could gain. Though I doubt any game developers woud actually say how many clock cycles their games currently spend on Physics, it would be very interesting to know.

      Why don't we combine all these things into a generic processor.. I know.. we could call it a.. uh.. CPU

      I would hope so, wouldn't that be neat and easier on the programmer. Combine all processing on one chips (or mutliple simaliar chips). Maybe I am too idealistic, but current it feels like GPU's are turning into CPUs and CPUs are looking more like GPU's. In the future I see maybe it just coming down to one chip (Multiple Processors one core). Think about how much simpler and easier that would be.

    4. Re:First Impression, This is stupid. by Gmonay · · Score: 1

      Hi Matt, You don't know what you're talking about. This architecture is designed to handle a lot more than just a few rag dolls. It's designed to make the formerly static environments in game levels come alive. So, rather than a building breaking into 10 pieces upon receiving damage and playing an animation, the building will break into 10,000 pieces, and the collisions between those rigid bodies will be simulated. Or, the river you run over won't just be a flat texture, it will be a volumetric fluid that splashes and behaves and interacts with other objects as a fluid. There is a reason that Epic Games has signed on with this technology. They're not too stupid in my opinion.

    5. Re:First Impression, This is stupid. by coopaq · · Score: 1
      Games do not use Real Physics, they fake it. If they didn't fake it, you wouldn't want to play it.

      So your Saying rather than running down the stairs in FarCry and dying and taking a Grenade Launcher in the face and living it will be the opposite?

      No thank you.

      My only advantage in that game is getting people to follow me down a very small set of steps in Monkeybay and watching as they scream in agony!

  48. Interesting thoughts... by ZeeExSixAre · · Score: 2, Funny

    Can I use it to do my quantum mechanics homework due in 30 minutes?

    1. Re:Interesting thoughts... by Anonymous Coward · · Score: 0

      Man, that joke wasn't very funny the first time, but now that you reiterated it, my sides are bursting!

      -1, redundant, asshole

  49. Bummer!... by Anonymous Coward · · Score: 0

    ... I guess this means I won't be allowed to run upside down on the ceiling anymore :-(

  50. lamphrey by achacha · · Score: 2, Insightful

    Unless they can make a deal with ATI or NVidia and have their PPU work with a GPU, it will be a very difficult thing to sell to people. They also need to get Direct X support and maybe have it work transparently with it (if that is possible). I can see this being a part of a video card, not a standalone PCI card unless the results are incredible and can be shown as a huge benefit to gaming, othewise only the hardcore framerate junkies will buy it.

    1. Re:lamphrey by Telvin_3d · · Score: 1

      I could see this panning out the same way that graphics and sound cards did. Initially the PPU will get put on board with your new Graphics card. With the PCI-E standard out there now, it won't put any real stress the available bandwidth. Once they get more advanced and the developers are pushing the limits of what can be done with it (and you know they will) a separate card will become more realistic.

      On the other hand, I would personally appreciate it if they were able to do a basic PCI version of the PPU by itself, if only because I have recently upgraded my Video Card and like hell am I going to blow that type of money again in the near future, regardless of what they bring out. And people in my situation may be the biggest problem in terms of getting this accepted.

    2. Re:lamphrey by Brian+Stretch · · Score: 1

      I had the same thought. If they're for real, I bet nVidia buys them.

      It might be interesting to pair a PPU PCIe card with a graphics card on a nForce4 SLI board. I don't know if the PPU needs that much bandwidth though. Still, the marketing weasles could have serious fun with that idea.

      Plus if nVidia does get on board we'll see Linux drivers for it, even if they're closed-source. If there is Linux support, I'm buying one. (My desktop runs 64-bit Linux exclusively.)

  51. Are physics that important? by hashts · · Score: 0

    I'd like to know how important physics in games really are. Personally, rag doll effects are cool but I'd rather have more eye candy than seeing how a body falls down a flight of stairs.

    If it came down to running Doom3 at 1024x768 with rag dolls turned on VS 1280x1024 with rag doll off, I would easily go for the higher res.

    Yes I know the physic calculations are performed on another chip but that's money I could have saved to get the next highest video card.

  52. A PPU?! by Anita+Coney · · Score: 1

    It's fortunate that AGEIA didn't release this product on April 1st. I never would have believed it for one second.

    --
    If someone says he and his monkey have nothing to hide, they almost certainly do.
  53. Good, using youre noodle by MajorDick · · Score: 1

    Now thats using youre noodle, but it begs the question, is it a limp noodle an aldente noodle, of an uncooked noodle, all of which have different physical properties.

    Does a bug in the PPU mean that in fact a Eorpean swallow COULD carry a cocunut from point A to point B , when everyone knows it would require an African swallow ?

    In jest though would a bug in the PPU create a situation that could not be escaped in programming a game/simulation based on its "Laws" ?

  54. CPU, GPU, APU, PPU, and now I need a HPU?? by MatthewNewberg · · Score: 2, Funny

    Oh, Great.. Now I need to get the lastest and greating HPU for my computer. I want the most realistic Hookers, but I dont think I can afford the $500 for the Chip..

  55. Tough sell by katsiris · · Score: 0

    While a PPU would doubtless be great for almost any type of game (even strategy/sim games could profit), and while gaming does drive a large part of computer innovation, I wonder how limited the success of this chip might be given that there are probably very few uses outside of gaming. No doubt it could help people in technical fields doing theoretical research, maybe even meterology, but up until this point, most of these addons and so forth have had significant (albeit longterm) business applications. Can a chip without somewhat more practical uses make it into mainstream motherboards? I'll be interested to see.

    1. Re:Tough sell by graphicsguy · · Score: 1

      What are the significant business applications of the GPU?

    2. Re:Tough sell by katsiris · · Score: 0

      Right, that wasn't clear, sorry. It's not so much that the GPU is practical for business, it's that it's something that is bundled with a graphics card which is tied to business if only because every computer needs some sort of video display. Most business users can get by with cards that are years and years old, but a better graphics card certainly can help, and so they purchase a new card with a GPU they'll never use and end up subsidizing it anyway.

    3. Re:Tough sell by graphicsguy · · Score: 1

      Good point. Some companies like Adobe are finally looking at using GPUs for accelerating image processing as well. If the PPU API is general enough, perhaps it could lend itself to another problem domain.

  56. And we will be getting this how? by Telvin_3d · · Score: 2, Interesting

    I would be far more excited if they had any information on how this great new chip was going to be distributed. Are they working with ATI or NVIDIA to integrate this new chip onto existing graphics cards? Might be the only way they will make use of the full bandwidth on the PCI-E slots ;) Or are they working on getting a new type of card out onto the market? And if so, have they talked to the motherboard manufacturers on the type of requirements that it might need? Nice announcement. And I hope that it pans out, but I would appreciate a little less "Look at our big announcement on how we will change everything" and a little more real information on how they plan to do it.

  57. I wonder if they will include 'hanging' by thrad · · Score: 1

    physical characteristic in that PPG, or it supposed to be provided by the OS (Windows in particular) ?

  58. Link sucked in cellshades too. by dauthur · · Score: 1

    After all of this time, Havok has been straining to build a beautiful physics engine using the traditional CPU. Now they've got a whole new toy to play with. I'm sure that for a while, we'll see a huge supply of games come out with ragdoll physics, seeing as how that's all we know how to do (that's said "insane backbends and odd positions")... but as soon as we get that "reality" thing down, we'll be all set over here on the gamer side. I just hope we can eventually come out with a decent Leisure Suit Larry. Damn cellshades.

  59. CPU comparison by dfj225 · · Score: 1

    I didn't RTFA (this is slashdot, what did you expect?) but what I'm wondering is how this is different from a CPU being dedicated to running the physics engine? Is this chip somehow optimized for physics? Right now, I can't think how it could be better than, say, having a box with 2 64bit CPUs and dedicating one of those CPUs to physics calculations when playing the game. To me, physics calculations should just be a bunch of relatively normal calculations (probably performed on a matrix) which just about any general purpose CPU should be good at.

    --
    SIGFAULT
  60. AIPU by nedder · · Score: 1

    Games need an A.I processing unit (AIPU). The enemies in computer games are still as dumb as a box of hammers (despite all the developer lies about how they work together, adapt to you, etc). All the graphics and ragdoll gimmicks in the world don't make up for boring enemies.

  61. PPU by Anonymous Coward · · Score: 0

    I read a better article about the AGEIA 's PPU. They claim their card will be available by year's end and will be able to compute interactions of 100x more rigid bodies than a current generation CPU. They also claim that they're delaying release until most of the fifteen games being developed based on this card are ready for shipment.

    Also, some nay-sayers posting in this thread have claimed that such a card will make all games alike or that it will force reality where reality isn't desired. That's simply not the case. This is just network in, network out. You could use it for anything that requires a dynamic mesh computation. Games will be free to define their networks/meshes as they please, and they're of course free to ignore the "normal" laws of physics altogether.

    The main benefit here is that these games will be able to compute movements of individual hairs or blades of grass in a complex scene. What you do with that ability is up to the developer.

    p.s. Personally I expect to see people using this card to accelerate stuff like encryption and (de)compression within a few months of its release.

  62. Useless by stupidcomputers · · Score: 0

    This product is already dead since everything is moving to multithread/multi-processors. You will just be able to dictate cpu #4 to performing physics calcuations.

    1. Re:Useless by Gmonay · · Score: 2, Informative

      You have no idea what you're talking about. Will multithreading make GPU's useless? No. This chip will have over 100 Gflops of processing power, and will handle floating point calculations in a way that a PC processor with around 10 Gflops of processing power, mostly focused on integer calculations cannot.

  63. Re:First Person Shooter by HoshiToshi9000 · · Score: 1

    I see a new era for the FPS genre ... ::wink::wink::

  64. PPU vs. multi-core processors by Anonymous Coward · · Score: 0

    would be a better comparison than a PPU vs. a single cpu. Assuming the game was multi-threaded so it could expoit multiple cpus. I wouldn't short Intel just yet.

  65. Re:The First What? by dmauro · · Score: 1

    I thought it was funny, but I don't have any mod points.

  66. psh... by takeya · · Score: 1

    netbsd could run on this ages ago.

  67. There is already a PPU for PCs! by Anonymous Coward · · Score: 1, Interesting

    And it is definitely worth a full-on article Slashdot article of its own, but here it is anyway (Coral cache) and (Google cache with appropriate highlighting). :)

    This PPU is from October 2004, and is from the creator of the Devtendo and Grand Theftendo. (both = Coral cache)

  68. Virtual Reality by Lord_Dweomer · · Score: 1
    If we ever want truly virtual reality as we've all dreamed of it, we WILL need something like this. Remember, software can only do so much, no matter how efficient it is. I for one welcome our new PPU overlords since it will let us take a big step forward in letting games react like reality. Halflife 2 showed us how cool physics can make a game when done properly, and I look forward to more games doing that.

    --
    Buy Steampunk Clothing Online!
    1. Re:Virtual Reality by Winterblink · · Score: 1

      Isn't the whole point of a virtual reality is that it's an abstract representation of data, not a purely 100%-like-the-real-world type of environment? Read any Gibson novel and you'll see the most interesting part of VR is how different it is from our reality. More modern representations seem to favor realism over anything else (Matrix, eXistenZ, etc.), but I find it hard to be in awe of an environment so real it's the same as the real thing.

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
    2. Re:Virtual Reality by Lord_Dweomer · · Score: 1
      I fully agree. However, I believe the key to unlocking the real strength of the creative end of things, is to first get to the point where you are able to create a real world immitation. The reason why is simple. I put forth that the main reason people play games is to fantasize. If we can agree on that, then I would also put forth that when people want to fantasize, they want the fantasy to be as enjoyable and intense as possible.

      Now, the level of detail that would be needed to recreate life as we know it would be unimaginable. You literally would need to know the secrets of the universe to do that. However, if you can even approach that level of detail, the things you can accomplish when you're not trying to exactly emulate reality are astounding.

      In short, what I'm trying to say is that people crave more "realistic" experiences in their media. Its why we have seen the leap in graphics quality that we have. Same with speakers. And more recently haptics and biofeedback (think DDR, and that new-agey biofeedback game just released). The whole point of doing everything we can to immerse ourselves in our media is our attempt at truly experiencing it first hand as opposed to 2nd or 3rd, and in order to do that you need to be able to translate the experience into what we know best. Reality.

      --
      Buy Steampunk Clothing Online!
  69. wow by Anonymous Coward · · Score: 0

    with this they could make the HalfLife 3 http://img24.exs.cx/img24/2053/HalfLife3.jpg parody picture real

  70. Tom and Jerry? by randomErr · · Score: 1

    This reminds me of the Tom and Jerry chips from the Sega Saturn. One chip could great graphics while the other did great music. Alone they couldn't do much of anything.

    So how does this relate to this new chip? Simple: This new chip will do great physics processing, but with low-end graphics. I could see nVidia or someone else buy them out and stick the PhysiX chip into one of their card along with (or inside of) their current vector anti-alice-the-maid powerhouses. This would create a dual architecture that would make awesome graphics, but be hard as hell to program for a while.

    --
    You say things that offend me and I can deal with it. Can you?
    1. Re:Tom and Jerry? by thrad · · Score: 1

      What happens if I buy PPG X, and you buy PPG Y, and we engage in, say, quake 4? Shall we compare length.. err.. speed of our PPGs first?

  71. Next up String Theory Processor by Perl-Pusher · · Score: 3, Funny

    Upgrades to continue as long as we continue to gain knowledge and make new discoveries. Can't guarantee a ship date though. With the Hiesenberg UP module the enemy can't do anything until sighted, detected or measured. Stand still, close your eyes, shoot, winner everytime.

    1. Re:Next up String Theory Processor by LiquidCoooled · · Score: 2, Funny

      Stand still, close your eyes, shoot, winner everytime.

      Sounds like me playing Counter Strike.
      erm well except for the winning part anyway.

      --
      liqbase :: faster than paper
    2. Re:Next up String Theory Processor by DarkHelmet · · Score: 1
      With the Hiesenberg UP module the enemy can't do anything until sighted, detected or measured. Stand still, close your eyes, shoot, winner everytime.

      Nonono, you'll nail the Cat NPC straight in the ass, but it will neither live nor die until you open your eyes.

      --
      /^[A-Z0-9._%+-]+@[A-Z0-9.-]+\.[A-Z]{2,4}$/i
  72. You can tell what the folks at Yahoo think about i by Anonymous Coward · · Score: 0

    Just look at the file name they gave the article: http://biz.yahoo.com/prnews/050308/sftu104_1.html

  73. never trust the dumb business folks by Anonymous Coward · · Score: 0

    This is another example of bussiness folks trying to bullshit investors. They don't even have any specs on their website. How can people be so stupid to fall for this?

  74. Snake Oil? by X · · Score: 1

    You know, this kind of screams of snake oil, and I'm kind of surprised Slashdot posted it. As far as I can tell, there is no technical information on the actual product.

    I grabbed the whitepaper, and was disappointed to see nothing about the "PPU's" design. Here's the thing: managing a physics model basically involves a lot of floating point math, which CPU's do fairly well already. It can be parallelized a fair bit, if you know what you're doing, so you could build a processor which can execute more floating point instructions at once (something like what's in the Itanium or the new Cell processor). However, it's worth noting that this is an area that the CPU folks work very hard to excel at. It's hard to imagine that these guys have some kind of breakthrough that allows them to compete, particularly since they seem to avoid discussing it at all. If nothing else, economies of scale heavily favor the CPU guys.

    The second thing is that the way this works makes it seem like it could actually end up being slower. Keep in mind that the interaction model is CPU -> PPU -> CPU. So, the PPU is going to have overhead of communication both to and from the CPU. To make this work they'll either have to have a huge level of abstraction (which will limit applicability) or the PPU will have to be dramatically faster than the CPU to make up for the latencies from the hand offs.

    --
    sigs are a waste of space
    1. Re:Snake Oil? by Anonymous Coward · · Score: 0

      Epic Megagames are excited about this PPU.

      You know, the people behind that Unreal engine that all those games use?

      The people behind those utterly stunning Unreal Engine 3 screenshots that make Doom 3 look like Quake?

      The people who, not to put too fine a point on it, know considerably more about writing complex 3D games than you do?

    2. Re:Snake Oil? by X · · Score: 1

      The people who, not to put too fine a point on it, know considerably more about writing complex 3D games than you do?

      It's true, I know very little about complex 3D games. I mostly work on real-world stuff.

      I have no doubt that the NovodeX SDK is a great SDK for developing software, and the Epic folks have been quite happy with it. Good physics models aren't that easy to come by, so that alone is a big deal.

      They have also probably had access to some real information about the hardware behind this PPU, which is what would be really interesting to see. Without it, everything just looks like a lot of smoke and mirrors. It's hard to discern the benefit relative to just having another processor (or more processors). It'd make a lot more sense for Slashdot to post this story if there were some actual details.

      --
      sigs are a waste of space
  75. Understanding the Article by Appaguchee · · Score: 1

    A lot of you don't seem to quite get the picture here, and maybe I don't either, for sure, but what I'm seeing is that this chip will provide a standardized system for how games process their physics situations.

    Having a separate processor to take care of an important aspect of gaming such as the physics portion seems to be a good thing. Just think of how many old games(Windows) from the 90's use directx drivers to run their games and how great they were.

    This new PPU can make it so that instead of everybody having different computations for their physics processing, now game developers can have that half step already taken care of. You(the game designer) can still decide whether you want your walls to explode when you shoot 'em, you just don't have to worry so much about coding it up.

    Of course, I RTFA, but I'm not 100% sure I'm right. IANACE (I am not a computer engineer)

  76. Havok and Ageia Should Merge... by Anonymous Coward · · Score: 0

    They'd become a physics monopoly... seriously, it would allow Ageia to survive against ATI and NVIDIA, who will pull an EA "lets buy half of you"!

  77. Star Trek Physics processor by raider_red · · Score: 1

    They'll be coming out with a revision in a couple of months to simulate Star Trek physics. It will basically let you change the laws of physics at any point in a game, and will also spit out some technobabble explaining how you did it. (Reversing the flow of the barrion reverter, Captain!)

    --
    It's good to use your head, but not as a battering ram.
  78. Whither the CPU? by spud603 · · Score: 1

    Soon, we could compartmentalize each separate part of the game code to a seperate processor.
    In the ideal world, would the CPU be responsible only for keeping track of ammo and managing the save-game dialogues?

    1. Re:Whither the CPU? by RaguMS · · Score: 1

      In the ideal world, would the CPU be responsible only for keeping track of ammo and managing the save-game dialogues?

      Perhaps the ideal world would have a SPU (Savegame Processing Unit) and APU (Ammo processing unit) and the CPU would only be responsible for NOPs.

  79. Re:The First What? by superpulpsicle · · Score: 1

    No, this PPU chip will revolutionize gaming if it really work like it is marketed. You play Doom for example, the background really isn't part of the game, just you and the aliens.

    With this chip, the background CAN be part of the equation automatically. You can bring the whole level down, collapse bridges that doesn't need to be designed to be collapse-able. Seems too good to be true.

  80. Scientific use by naturaverl · · Score: 1

    A massively parallel physics engine. I can see this being very useful in the fields of analytic science, where they currently use supercomputers to do similar physics calculations.

  81. Wrong track? GPU+PPU instead? by Winterblink · · Score: 1

    I'm curious about this. Admittedly I'm no expert in either graphics or physics, especially where processors are concerned, but doesn't it make sense to have both combined instead of separate?

    Now I don't know how a physics processor works but I'm assuming it's something like the following. You fire bullet (x) and player's head (y). The game feeds the PPU all the physical properties of the objects in question and the PPU figures how the bullet interacts with the player's head (snaps back, tugs the body over, etc). Sounds great, but with games using things like bump mapping more and more to distort the shapes of basic 3D objects, shouldn't this come into play?

    For instance, if I roll a ball down a hill and it bounces off a jump at the bottom, that's pretty basic. If I apply a bump mapping to the ball that makes it all spikey, well now the GPU is showing me the spikes, but will the PPU take that into account as well? Wouldn't it make sense to combine the two, maybe making it easier for the end developer to work with one single product instead of two?

    --
    "I'm a leaf on the wind. Watch how I soar."
    -Hoban Washburn
  82. Analyst = arrogent? by Gridpoet · · Score: 1
    I like the statements made by the first market anyalyst at the end of the article
    "Hardware Acceleration always beats software - therefore, time sliced CPU-based physics will impact performance and have to be dumbed down to satisfy bandwidth issues". However, unless the game developers are willing to break the chicken-egg scenario, and wholeheartedly commit to this third processor, it's a no-starter... It's going to be tough - the good news is that they have a business plan which has withstood the scrutiny of high-end Venture capital." -Jon Peddie
    i seem to recall a very similar statement is this in an old gaming magazine i have about the Voodoo 3d chip. People were very skeptical about the add-on nature of GPU's at the time. I personally see the PPU as the next logical step in the develepmont of the PC, and not jsut for gaming. The GPU is now used in many high end CAD stations. I can easily see the engineering aplications for the PPU doing high end stress analysis and wear modeling.
    --

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    This is MY galaxy...go find your OWN!

  83. IMPORTANT ADDENDUM by Anonymous Coward · · Score: 1, Interesting

    Sorry to reply to myself (it's okay, I'm AC, just pretend I'm another person), but:

    PLEASE do not hammer the original website I linked to in the previous post. I did not warn the webmaster that I would be posting links to his awesome site on Slashdot, albeit in the form of Coral cache and Google cache links.

    Moderators and editors: If the parent post gets moderated up, please also mod this post so people are adequately warned. I'm just trying to give a responsible heads-up here. And if an editor wants to post an article about any of Mr. Provinciano's NES-based projects that I linked to here, please feel free to cite AC as the source of the story. Thanks!

    1. Re:IMPORTANT ADDENDUM by jericho4.0 · · Score: 1
      Just to freak you out even more;

      It's Hammer Time!!

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
  84. Re:Why? by SlimSpida · · Score: 0, Flamebait

    This thing really belongs in a console. Dedicated hardware is wasted in most PC's.

  85. How do they avoid bus reads? by Stiletto · · Score: 3, Insightful


    Reading the results of the "PPU" is going to be the stumbling block. Graphics accelerators work because you compose the geometry then send it off to the other processor, and from then on you don't worry about the data. You don't have to worry about reading anything back.

    I assume having a seperate "physics processor" will mean the app has to send the data off to be processed (say, a couple thousand points to collision-detect against a couple thousand planes), but then your app needs to read the results back across the bus! Is the time saved off-loading these computations going to be worth all this IO?

    1. Re:How do they avoid bus reads? by graphicsguy · · Score: 1

      Perhaps you would only need to read back the actual collisions and not the non-collisions.

    2. Re:How do they avoid bus reads? by bani · · Score: 1

      the other problem would be latency. with physics on the cpu, you have the answer _now_, which you use for rendering or other things. with a PPU you have to send off the query and wait for the result back.

      this is the same problem facing doing some effects on modern GPUs. because of the asynchronous nature of rendering, some effects can be hard to render because you need to readback the results in order to render further results. so your cpu algorithm stalls, waiting for the gpu to finish rendering before you can move to the next step.

      i dont think bandwidth will be the issue, it will be latency.

    3. Re:How do they avoid bus reads? by rbarreira · · Score: 2, Informative
      From this interview:

      GS: Do you see any limitations in what the PPU can accomplish due to overhead issues associated with offloading work and transferring it across the system bus?

      TS: The computations driving physics simulation and collision detection make use of a large amount of static data that needs to be uploaded to the hardware once, and a smaller amount of dynamic data that needs to be transferred per frame. This is the same usage pattern as a modern GPU, where huge textures and vertex buffers change infrequently, while the smaller rendering commands need to be sent each frame. The PPU or GPU then expends an enormous amount of parallel computing power in computing the result, but the result itself is fairly compact. A GPU's frame buffer is a few megabytes, and a PPU's result matrices will be similarly compact. So, the PCI Express or even PCI bus will be plenty fast to accommodate the required traffic.
      --

      The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
    4. Re:How do they avoid bus reads? by SlayerDave · · Score: 1
      From the interview quoted above:

      and a PPU's result matrices will be similarly compact

      Presumably for each dynamic object in the scene, you would only need to read back a transformation matrix indicating the present position and orientation of each object, and possibly some additional data about the velocity/acceleration of the object and which objects it collided with. Thus the data sent back from the PPU over the bus could be fairly compact. This won't necessarily be the case with physical simulations such as particle systems, fluid dynamics, and cloth, because the CPU application might need to know the present position of all the points in a particle system or cloth mesh, for example. But for rigid body dynamics, it might not be too bad.

  86. WPU by BarryNorton · · Score: 1

    Today I'm announcing the WPU - the Word Processor Unit; optimised for word processing this will be complimentary to your PC's CPU, steering in the next generation in document preparation. Scroll down for a picture of me smiling and a mocked-up circuit board...

    1. Re:WPU by WormholeFiend · · Score: 1

      Today I'm announcing the WPU - the Word Processor Unit

      Hey if, it improve Slashdots' snytax, gramer end speling, Im all for it.

    2. Re:WPU by graphicsguy · · Score: 1

      This is truly a great achievement. I am happy to offload Clippy to a dedicated processing unit!

  87. Back in 1979 ... by Knx · · Score: 2, Interesting

    MVI $0018, R0
    ANDI #$2, R0
    BNEQ @@kaboom

    Back in 1979, that's how you would have 'asked' the STIC (Standard Television Interface Chip) of the Intellivision whether MOB (Moveable OBject) #0 collides with MOB #1. Typically, MOB #0 could be a cool 8x16 pixels character and MOB #1, say, a funky 2x2 pixels bullet.

    Yup: that's a hardware collision detection, commonly used to drive some important 'physics' of the game and save quite a lot of precious CPU cycles (remember that I'm talking about a 895Khz machine of the early 80's).

    And no: this thing is not the World's First Physics Processing Unit! It's just ... er ... slightly more sophisticated. :-)

    Just an example among others, of course.

    --
    The problem with Slashdot memes is that YOU INSENSITIVE CLOD!
    1. Re:Back in 1979 ... by bani · · Score: 1

      doesnt this happen a frame late though? you would only get the collision results after the frame has been drawn (or rather, after the stic has drawn the objects).

    2. Re:Back in 1979 ... by Knx · · Score: 1

      doesnt this happen a frame late though? you would only get the collision results after the frame has been drawn (or rather, after the stic has drawn the objects).

      That's correct. But it's however perfectly synchronized with what the player is seeing on the screen at frame N. This is more the whole display process which is shifted by one frame -- just like on most systems as long as you sync. with active display. I mean, what you see at frame N actually is what was computed at frame N-1, before the last VBlank interrupt.

      Incidentally, one peculiarity of the STIC is that its registers are accessible by the CPU only during VBlank 1 period which last for about 2900 cycles after the interrupt.

      --
      The problem with Slashdot memes is that YOU INSENSITIVE CLOD!
  88. GRAPE@home would be nice... by imsabbel · · Score: 1

    Im not as much into games as i used to be, but i would really be interested in a addon card that could be (ab)used to do some more intersting stuff, like accelerating inverse squareroots for nbody calculations or other stuff.
    Those things can be done incredibly fast if you glue them in hardware.

    --
    HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
    1. Re:GRAPE@home would be nice... by Anonymous Coward · · Score: 0

      Accelerating inverse squareroots? That's easy -- just multiply the number by itself! I don't think you need very specialized hardware to do that...

      dom

    2. Re:GRAPE@home would be nice... by imsabbel · · Score: 1

      haha. Smartass.
      inverse squareroot as in 1/sqrt(x)

      --
      HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
  89. Physics Chip by Pathway · · Score: 1

    I read some nay-sayers, and some praise in the comments so far...

    First off, as somebody mentioned earlier: This is a press release, not a released product. Thus, it's still vaporware. No real exitement until I see some demonstrations of it's power.

    Second, This _is_ a good idea. What makes a game more fun is how physical objects interact in ways we can't duplicate in real life, like firing a rocket at a helicopter.

    Next question: Will GPU Vendors embrase, or destroy this technology? nVidia or ATI could just buy the company and use the tech, or reproduce the functionality themselves in-house.

    I'll be looking forward to see where this goes. But, unfortunetly, I'm reminded of Aureal's A3D products, and the way it dissapeared. I fear the same for this technology.

    1. Re:Physics Chip by GReaToaK_2000 · · Score: 1

      I doubt your thoughts are on the mark for this one.

      Ordinarily, I would be the first to agree with your comments, but after reading the article and viewing some of the literature (and the prototype board), I think it is safe to say, it is farther along then Vaporware.

      Neat idea though may be,I am not convinced it's necessary. I think a dual processor system could do a much better job then a system with a GPU in it. If intel and/or AMD came out with a processor that included some simplified instruction set like they have in the past (MMX, 3DNow!, etc.), then this would be a mute point.

      On the other hand, they have certainly secured a HUGE amount of venture capital, so I think they will produce something that is quite significant.

      BUT... I still think a system with dual HT technology P4's or dual AMD 64's would still be a better solution. I also think it would be more powerful then a PPU system.

      my 2 cents.

    2. Re:Physics Chip by Pathway · · Score: 1

      Aha! You caught me: I did _not_ read the article attached. But I have two good excuses: The site was a bit slashdoted at the time, and I had to get back to work. Reading in your coment that they have a prototype board is very encouraging!

      Necessity or not, it will sell if it has a neeto* feature. It will sell well if it boosts performance of a major game.

      Just like the Video cards of Old, there was a real question if a GPU could really make a diffrence in gameplay of a game. Games like Doom, Descent and others were playing fine with only the CPU rendered graphics. I mean, my Pentium 90 was more than enough horsepower for any of my needs... Why would we need a GPU? Fill rate was where it was at!

      But, then again, we see now what kind of diffrence it can make to have a dedicated processor for a heavaly used application.

      (* A Neeto feature is something which is considered 'cool', but is mostly fluff. My example is the Lense Flare.)

  90. But most physics happens on the server ... by ANeufeld · · Score: 2, Interesting

    ... not the client, in MMORPG's.

    The reason is the client can be hacked to allow the player do violate the rules, like walking through walls, etc.

    A PPU on the server might help the server support more complex environments, more users per server, etc.

    For stand alone games, and scientific applications, this is a pretty neat idea. But I don't think the power-gamers are going to be purchasing extra hardware that just sits there, while the server does the physics.

    1. Re:But most physics happens on the server ... by RautenkranzMT · · Score: 1

      MMORPGs aren't exactly the "power" games in mind when thinking of power gamers. Especially since the render model most MMORPGs use is rather... old.

      --
      The cow goes "tink"
    2. Re:But most physics happens on the server ... by entrigant · · Score: 1

      And who says that all power gamers only play MMORPG's?

    3. Re:But most physics happens on the server ... by Viking+Coder · · Score: 1

      Depends on what you mean by "most."

      If you count particle effects, by quantity "most" of the physics could happen on the client side.

      In other words, yes, you're right - the server should never trust the client to do critical computation or even to have critical data. But for things which do not or can not impact the consensual world state (such as the precise way in which rain behaves pittering on concrete, or hail bouncing off buildings, or [insert cheesy physics/graphics effect here]) it should be fine.

      --
      Education is the silver bullet.
  91. I can't wait! by Anonymous Coward · · Score: 0

    I can't wait until I have a PPU that can model 200 universes per second.

  92. GUT by vivin · · Score: 4, Funny

    I can see it now:

    PPU Emulates Grand Unified Theory. Physicists surrender.

    --
    Vivin Suresh Paliath
    http://vivin.net

    I like
    1. Re:GUT by ultranova · · Score: 5, Funny

      PPU Emulates Grand Unified Theory. Physicists surrender.

      Never. We will never surrender. We will fight them at the CERN labs, we will fight them at the Black Mesa, we will fight them at the Gallium Neutrino Observatory, we will fight them and we will win !

      It's not over until the Higgs boson sings !

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    2. Re:GUT by spektr · · Score: 1

      It's not over until the Higgs boson sings !

      Well, then torture the Higgs Boson as long as you like - it does not know anything, and it will die gladly for the good cause! The GUT escaped before your eyes, and you'll never be able find it again. It's hidden in my ass, and right now I'm reaching the border of the universe, never to return. Let there be light!

    3. Re:GUT by kokoloko · · Score: 1, Funny

      I beleive you mean Grand Theft Unified Theory.

    4. Re:GUT by Chrax · · Score: 4, Insightful

      There really should be a -1: Unfunny mod.

    5. Re:GUT by Anonymous Coward · · Score: 0

      You forgot to do a Dean Scream at the end.

    6. Re:GUT by wolenczak · · Score: 1

      FYI: It is called overrated.

    7. Re:GUT by bar-agent · · Score: 1
      I beleive you mean Grand Theft Unified Theory.

      Hmm. Not bad, but I would rather play Grand Theft Auto: Linux:
      Sure, you'd rather have the OS wars conducted peacefully via Blogs, one user at a time. But someone just took a shot at you from the iPod-controlled building across the street. And that nice bald guy in suspenders just handed you a loaded missile launcher. Screw logic. This thang is ON!
      --
      i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
    8. Re:GUT by Anonymous+Cowpat · · Score: 1

      We will fight them at the CERN labs, we will fight them at the Black Mesa, we will fight them at the Gallium Neutrino Observatory, we will fight them and we will win

      Or until they reverse the polarity...

      --
      FGD 135
    9. Re:GUT by Anonymous Coward · · Score: 1, Informative

      That was a parody of Winston Churchill, moron.

    10. Re:GUT by databyss · · Score: 1

      Surely you mean Grand Auto Theft: Linux...

      --
      Hmmm witty sig or funny sig? Maybe elitest techy sig!
    11. Re:GUT by Anonymous Coward · · Score: 0

      Cars want to be free.

    12. Re:GUT by tsioc · · Score: 1

      ahhh... but does the Higgs Boson actually exist? sorry, been reading too much...

    13. Re:GUT by Anonymous Coward · · Score: 0

      Uhm.. No offense but you already fought them at Black Mesa and the headcrabs won.

    14. Re:GUT by Chrax · · Score: 1

      No, that could indicate that while it's not a troll or flamebait, it adds so little to the conversation that it would be a blessing for it to be removed from the sight of those not browsing at -1.

      At least that's what I'd use it for, if I used it. I prefer to mod up, but some people are just so terrible at delivering jokes (either by killing another one which may or may not have already sucked, or by starting their own terrible abomination), they need a rebuking, and there the "Overrated" mod fails to deliver the message I want them to receive.

      Call it a little perverse/sadistic, but that's why I want more descriptive moderation choices.

    15. Re:GUT by shreak · · Score: 1

      I surf /. with a funny -4 modifier for just this reason. The funny comments don't make up for the stupid ones modded funny.

      It also makes /. take on a much more serious tone.

      =Shreak

  93. why? by roror · · Score: 1

    why will it be a failure?

  94. First physics processing unit? Not really. by Anonymous Coward · · Score: 0

    Interesting project, for sure, but as usual, one should be skeptical of claims of being the first to do anything thse days. First dedicated physics chip for games, maybe ...

    There has been a long-term project involving the devlopment of special-purpose hardware for accelerating N-body gravitational calculations (imagine lots of planets A, B, C ... A pulls on B, but B pulls on C, who also pulls on D, who are all pulling on A, etc).

    http://www.astrogrape.org/

    I'm a bit hard pressed to think about what purpose people may find for this outside of astrophysics, but I just wanted to remind everyone that contrary to popular belief these days, games by no means the only driving force in computer development these days.

  95. What about movies?!? by riqnevala · · Score: 1

    Everybody here talk about games... HL2 felt just fine, but oh my god if they could sell some basic physics to hollywood as well! Maybe next Hulk sequel will have gravity pulling the green ape down!

    Try measuring frame by frame if the laws of gravity apply to YOUR favorite movie before you say it is SOOOO realistic..

    --
    love slashdot. populate it. use it. abuse it. hate it. kill it. miss it. stop following links, they only kill servers.
  96. Where does this fit? by joib · · Score: 3, Insightful

    Normal cpu's already have pretty good fpu units, which are very fast for scalar code. Also, we have things like SSE2/Altivec for vectorizable code. And then there's things like gpgpu.org looking at using the massively parallel fpu capacity of modern gpu's for general purpose physics calculations (linear algebra), i.e. vector processing on a budget.

    So where does this thing fit in? As expected, the "article" was nothing more than a thinly veiled marketing blurb, so no info there. Personally, I find it hard to believe that the PPU is competetive with FPU's and GPGPU for general purpose FP calculations. That leaves a chip optimized for certain operations, a bit like MDGRAPE. Or what am I missing?

    1. Re:Where does this fit? by trb · · Score: 3, Interesting

      I'll echo this question. The PPU sounds like another form of coprocessor - vector processor, graphics processor, etc. I can understand why you'd want one in general, but if you were desigining one, I don't know why you'd limit it to (game) physics.

    2. Re:Where does this fit? by shotfeel · · Score: 1

      I'm with you two. Sounds like what's needed is some heavy duty vector processing horsepower with a good physics API. IMO IBM already has the hardware part of the solution with their recently announced Cell processor, which may actually be better suited to the role of a co-processor than as a CPU. The cool part is you could put several Cell processors on a single expansion card, and also use several expansion cards.

      The other advantage of this approach is when you're done playing your game, the same cell processor(s) can be used to encode a video feed to be burned to DVD in real time.

  97. Whats Next? Aritificial Intelligence Processor? by twoes00 · · Score: 0

    The next logical step would be to integrate AI processors on graphic boards, so that the graphics card can focus solely on generating those pixels, and the processor can worry solely about running the engine.

    Since AI is becoming more and more complex, a chip dedicated to computing its algorithms and calculations would be very useful, although, i think the industry has yet to make AI that powerful...

  98. Physical augmentation by nurd68 · · Score: 1

    Where's my *&#%%!$@ cyberware dammit!?! I didn't spend my college years playing Shadowrun for nothing.

  99. Depressing by Anonymous Coward · · Score: 0

    This doesn't seem like a good sign to me. Ever since the death of the 16-bit days, game developers have been focusing more on realistic, eye-catching graphics, than making a game that's actually fun to play. Not to say there aren't exceptions, but that seems to be the case for the most part. Theoretically a device like this could be used to improve on creative ideas, but I have a feeling that if something like this catches on, it will create more of an excuse to make a game that aims to sell because of its realism or whatever, rather than because it's actually fun to play.

  100. PCI-E bandwidth by Anita+Coney · · Score: 2, Interesting

    Doesn't a PCI-E slot have enough bandwidth to include a PPU on the GPU?! If a PPU is a good idea, then it would seem that nVidia or ATI could simply slap a chip on their own cards and sell them for more money.

    BTW, never in my life did I ever think I'd say the phrase, "PPU on the GPU"!

    --
    If someone says he and his monkey have nothing to hide, they almost certainly do.
    1. Re:PCI-E bandwidth by Anita+Coney · · Score: 1

      The more I think about this, the more I think that sticking a PPU on the GPU is the way to go.

      Think of the advantages of running two GPUs in SLI. You would not only double your graphics processing, but you would also double your physics processing at the same time.

      --
      If someone says he and his monkey have nothing to hide, they almost certainly do.
  101. Imagine... by kn0tw0rk · · Score: 1
    ... a beowulf cluster yada yada yada.

    But I'm looking forward to racing games using this.

    It could enable tires being worn out based upon how you drive, no more stupid signs/bushes stopping you dead when you hit them, maybe even Carmageddon will be redone with crowds of people flying through the air as you jump the curb and take a short cut through a mall?

    --
    See my art -> http://herbevore.deviantart.com
  102. Re:Wrong track? GPU+PPU instead? by Blitzenn · · Score: 1

    I have to agree here. I am finding too that the coding effort necessary to work with a high end (video) adapter is already almost beyond any one person's ability to wrap their head around. All of the instructions and features are already pushing the limits. To add another physical processor that needs even more coding is not going to go very far at this point. The complexity is already close to being to great. I see this as easily pushing things over the edge, so to speak. The arguement to leaving the physics processing in code is that you can modularize responses, and feed the modules with simple information, in the formats that you need, not necessarily the processor. One could retort that you have a choice, either code for the 'PPU' or code for the software physics module, six of one half a dozen of the other. It doesn't seem to be apples and oranges though, from a coding standpoint. The hardware calls are much harder integrate into code in that you have to be aware of things like timing and the coder is left responsible for making sure that the objects layers are rendered in the correct order and filters applied correctly. When done in a software module, those tasks can be hidden from the coder to allow the concentrate on the other important items rather than timing and rendering.

    Maybe I am overeracting to having to learn another new code set, but moving physics to a hardware platform scares me to think of the work involved. I think they are going to have an uphill battle getting this thing accepted by the coding houses.

  103. Putting everything on seperate units by bonch · · Score: 3, Interesting

    We've already pushed off sound, graphics, and now physics onto seperate processors. Why not just craft an entire game console onto a single card and be done with it? Jeesh.

    1. Re:Putting everything on seperate units by Verteiron · · Score: 1

      You could do that. But then someone would come out with a gaming card that had a slot for upgrading the GPU. Then there would be competing GPUs. Same for the SPU and the PPU... then someone would come along and say, "Why not just craft an entire game console into a single gamecard upgrade and be done with it?"

      --
      End of lesson. You may press the button.
    2. Re:Putting everything on seperate units by Surt · · Score: 5, Interesting

      A game console doesn't have one of these (yet), nor are even the next generation likely to.

      What this is suggesting is rather that games are for the most part not general purpose tasks, and that as a result general purpose cpus can be grossly outperformed by special purpose cpus. Once you reach that notion, then you just have to decide what the set of special purpose cpus you need are. It's a repeating process where parallelizable areas of the codebase are identified, and special purpose cpus are crafted to handle them, so that the performance limiting area of code keeps moving to some task for which the special purpose chip hasn't yet been built.

      For quite some time the graphics capabilities of the GPUs has been the limiting factor in effectively conveying the game designer's intended experience. We're now reaching the point where the GPUs are so effective that what now looks 'wrong' has more to do with physics simulation than with graphic rendering. (Though I'll still say that there are 3 or 4 generations of graphics improvements yet to come that will still have a significant effect, it's just that now it has reached the point where it is no longer clear that more GPU improvements will have the _largest_ effect on perceived quality.)

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    3. Re:Putting everything on seperate units by revery · · Score: 0, Redundant

      One of the few times I've wished I had mod points. That was, quite simply, well said.

    4. Re:Putting everything on seperate units by AltaMannen · · Score: 2, Interesting

      "A game console doesn't have one of these (yet), nor are even the next generation likely to."

      I don't get what is so different between a GPU and this PPU thing. A GPU is mainly multiplying vectors and matrices and dot products and division, physics simulation is not very different, although the result is handled differently. As far as current consoles, the PS2 VUs are able to handle a lot of physics related tasks, and with the CELL in PS3 I'm hoping for even more capable physics handling. I'd like to see more specs on this thing before I write it off completely though.

    5. Re:Putting everything on seperate units by dnoyeb · · Score: 1

      No doubt. Is lighting not physics?

    6. Re:Putting everything on seperate units by Anonymous Coward · · Score: 0

      And then... STACK OVERFLOW

    7. Re:Putting everything on seperate units by Anonymous Coward · · Score: 0

      What I predict is that graphic cards of the future will have everything except AI, input and network code.
      Graphic card will become central multimedia device, with 3D rendering and pixel/vertex shading and T&L, physics(PPU),3D sound processing(maybe with direct surround output) and equipped with complete Touring-machines (for shading)

      AI and game logic, and maybe some of visibility stuff will still have to stay on CPU because it's more capable for general purpose processing.

      PPU? I guess this will at first be separate card so it will have to send data back to CPU, which will upload final geometry stuff to GPU. But why not put chip on graphic card and let it share memory and communicate with GPU, and send only specified chunks of data, or even some additionally computed AI parameters, to CPU?

      Physics is related to rendering, i.e polygon count,shapes and visibility, so PPU should be able to coordinate with GPU (e.g to set some geometry restrictions for physics calculations).

      What we are still missing from games' world is truly dynamic,"destructible" environment.This requires some physics coupled with better defined objects (real building constructions,real material definitions with physical properties etc.-sturmovik games already have some of it!:))
      This certainly IS one step in that direction.

    8. Re:Putting everything on seperate units by kurzweilfreak · · Score: 1

      and then... PROFIT!!!111

      --

      kurzweil_freak

      5th Kyu Genbukan Ninpo/KJJR student

      Be the darkness that allows the light to shine.

    9. Re:Putting everything on seperate units by fyngyrz · · Score: 1

      And then... in the SOVIET UNION, PPU upgrades are... wait a sec... OK, the designs are stolen from the US but then can't be manufactured because there is no technological infrastructure, only chess players and factory managers who make quota on paper, but used the last quarter's allocation to build a dacha on the land where the PPU factory was supposed to go. But then they import them on the black market anyway. PPU? Nichevo, tovarisch!

      --
      I've fallen off your lawn, and I can't get up.
  104. Gravity Test This Thing! by stinkyfingers · · Score: 1

    Oh wait ... I guess that's one more euphamism I can stop using.

  105. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  106. Havoc. by Anonymous Coward · · Score: 0

    So what happens to the Havoc engine, is it going to be muscled out of business because of this hardware? Their engine has been the most fun to play with in games so far.

    Personally I'd rather see engines geared around multiple-CPU systems and with the ability to offload both physics and AI routines off to the extra processors but I guess this PPU (WOW! A PHYSICS CHIP!) is a much more marketable idea.

  107. Remember 3DFX by Intocabile · · Score: 1

    Isn't anyone afraid of this becoming the new Glide. Games that support nothing but this chip/physics engine. Hopefully an open standard emerges quickly or hardware accelerated physics will go through a lot of growing pains.

  108. Physicists need coprocessors too by uncadonna · · Score: 1

    That's all pretty thin stuff. I can't help but wonder, though, whether this physics coprocessor will be of any use in doing, um, physics...

    --
    mt
  109. Like the concept... by lowe0 · · Score: 1

    If this weren't tied to a single API, I'd buy it in a heartbeat. As it stands, I'll wait. It's like 3Dfx and Glide, giving way to OpenGL and Direct3D. Time for OpenPL and DirectPhysics....

    When I can get a general-purpose coprocessor that games can access through a multi-vendor API, I'll be first in line - I'd shell out $100 or so for such a device.

    (And yes, I realize I just described a SMP system. Most games aren't multithreaded yet, however, I hope the rise of dual-core changes that.)

  110. Re:The First What? by Anonymous Coward · · Score: 0

    With this chip, the background CAN be part of the equation automatically. You can bring the whole level down, collapse bridges that doesn't need to be designed to be collapse-able. Seems too good to be true.

    Does that sound like a good thing to you? It sounds to me like a designer's nightmare... far, far too easy for the player to miss their target with a rocket and accidentally blow up the bridge they needed to cross to advance in the game.

  111. AI by Anonymous Coward · · Score: 0

    Personally, I'd rather buy a board that does super AI, voice recognition and voice synthesis. But this looks interesting still.

  112. I'm not so sure about that... by Alef · · Score: 1

    If you by specific-purpose chips mean that we will have a few types of chips that each deal with a whole area of different tasks, then you are possibly right.

    But I don't think we will have one extremely specialized chip for every single task in a computer. It will most likely be cheaper to produce 20 semi-general-purpose chips than 10 very specific chips, since the volumes would be much smaller in the latter.

    In addition, the more general tasks a chips can handle, the easier it will be to balance varying load between different tasks. With specialized chips, half of them will waste time idling, while others have too much work.

  113. Marketing Fud? by MemoryDragon · · Score: 1

    All you need for decent physics processing (which basically means core mechanics nothing more)
    is a decent fpu good vector processing for matrices and thats basically it.
    Are they going to sell, yet another DSP?
    Or what is the real difference in this new PU?
    To me the new processor by IBM and Sony sounds like the right step, a good general purpose processor (PowerPC) as normal processing frontend and a powerhouse collections of DSPs in the backend which work parallely.

  114. More Ageia PhysX information by hepl · · Score: 1

    GameSpot has a news story on the Ageia PhysX PPU and a Q&A with Epic Games lead programmer Tim Sweeney on the PPU.

  115. Pat-Right? by crivens · · Score: 1

    I wonder how long it will be before Pat-Right sues them?

  116. CPU card by t_allardyce · · Score: 1

    Would it not be simpler to drop all these specialised processors and just produce add-on CPU cards and a good standard way (like OpenGL/DirectX is to graphics etc) of games supporting these devices? Generic CPUs are cheaper and if the whole thing could be sorted out well enough then people would be able to use their old processors and even old GPUs, it just fits in with the whole idea of PC's being general purpose?

    --
    This comment does not represent the views or opinions of the user.
    1. Re:CPU card by The+Master+Control+P · · Score: 1

      Sounds remarkably like an Altair 8800 - Comes with a basic CPU card, buy more specialty coprocessor cards to expand. The only reason that that design didn't take off was the cost of having everything on separate boards. OTOH, I would love to see something like an Altair today: Want to run Folding@Home faster? Buy more coprocessor cards. Want better graphics? Buy more GPU cards to split the graphic processing load. Want better physics? Get more physics cards.

      The problem today would be the speed of light. The longer the bus wiring, the longer a stobe would have to take before all devices could acknowledge because of the propagation delay (electric in copper travels at ~8 inches per nanosecond). That and the programming needed to get possibly dozens of peers to work efficiently on one bus. Maybe the system would use multiple busses: One for memory, one for cards to exchange data, one to talk to the outside world, and a 4th for main storage access?

      But still a very interesting idea. On the other hand, the catch with a general-purpose processor is that it can do everything... slowly. A dedicated GPU with hardware math circuits that doesn't even need a huge fan runs graphics calculations ten times faster than an x86 cpu.

  117. Interesting idea, even if vaporware by graphicsguy · · Score: 2, Interesting

    Having a dedicated physics processor seems like an interesting idea, even if the press release here is just some vaporware.

    For such a processor to succeed, we probably need some similar properties that have driven the success of the graphics processor.

    1. The problem should be embarrassingly parallel.
    2. We need to reduce the most common physics processing problems to a simple API and data flow model.
    3. The above data flow model should offer some advantage over just crunching the data on a second or third CPU.

    We can do various types of physics simulations on the CPU and the GPU today. In some cases, we can get significant speedup using the GPU, especially if we can minimize readback and redundant computation. To drive adoption of a separate PPU, it had better be possible for a more customized architecture to significantly outperform the GPU or cost much less (otherwise we could use a dual-GPU solution instead).

  118. Dual/Quad CPUs by Anonymous Coward · · Score: 0

    With dual and quad based CPUs on the way, I doubt this type of thing being popular. An extra CPU can very likely deal with most physics required for next generation games.

    Considering that most of the next generation games will be already programmed for Xbox2/PS3 consoles supporting multiple CPUs, all the extra work required to get the PPU support in games might not be all the rage among game developers.

    1. Re:Dual/Quad CPUs by NerveGas · · Score: 1


      If a single-cpu will process a few hundred models, then an extra CPU (or three) still won't get you near this chip's power. It's like rendering 3D video, dedicated hardware blows away a general-purpose CPU.

      If this card lives up to the hype, then it'll be a good seller.

      Steve

      --
      Oh, you're not stuck, you're just unable to let go of the onion rings.
  119. destructible walls by chrisnewbie · · Score: 0

    endless posibilities,,,my head hurts!

  120. Real-World problems? by sconeu · · Score: 1

    I did RTFA, and didn't see an answer to this one. I was wondering if this could be used to accelerate simulations/calculations for real-world problems, as well as for games.

    --
    General Relativity: Space-time tells matter where to go; Matter tells space-time what shape to be.
    1. Re:Real-World problems? by KD5YPT · · Score: 1

      It could, but real world simulations/calculations might involve millions of object to object interaction that would require a super-computer. So I doubt this kind of card would help.

      On the other hand, if you just want to see a bowling bowl slamming into a car in slow motion with different variables, it would help.

      In another word, PPU might not be used for truly serious simulations, but for other, more casual or academic stuff, yes.

      --
      In US, you can easily buy enough major firearms to wipe out your neighbourhood but a few little fireworks are banned.
  121. Re:I Wonder... [cell processor / Apple tie-in] by argent · · Score: 1

    The fact that there's a physics API (NovodeX) that games are already using made me immediately think of the cell processor. This is exactly the kind of thing vector CPUs were originally developed for, back in the Mainframe/Supercomputer days.

    When people started talking about the cell processor and the fact that it was PPC based... and tying it in to Apple... the only think I could think of for Apple to really do with it would be to use it for speeding up Quartz and OpenGL. But how about a Powermac with a cell-based coprocessor doing NovodeX acceleration. The Mac could be the gamer PC all of a sudden.

  122. Free SDK? Specs? by IntergalacticWalrus · · Score: 1

    That sounds cool and all, and I can't wait to play with it, however I'm wondering about how free (as in both beer and freedom) their SDK will be. I hope they won't be charging some insane price for it. Open source would be nice too, but I'm not holding my breath. At the very least, I hope they'll publicly release enough specs to communicate with the PPU outside of their SDK (and targeted systems).

    1. Re:Free SDK? Specs? by Anonymous Coward · · Score: 0

      Read their website, you can download and use the NovodeX SDK today for free for non-commercial products.

  123. How ironic by fredrated · · Score: 0

    Games become more successful the more they are based on reality.

    Politicians become more successful the more they avoid reality.

    Games: better than politicians?

    FredRated
    Stupidity: it's a renewable resource!

  124. Is it by ACME? by Tenebrious1 · · Score: 1

    First thing that crossed my mind was that ol' Wile E. would buy one of these, integrated into a helmet to allow him to run through tunnels painted on walls and allow him to walk through the air and catch the elusive RR...

    --
    -- If god wanted me to have a sig, he'd have given me a sense of humor.
  125. Microcode in oldmicrovaxes by jpetts · · Score: 1

    This reminds me on when I used to do computer-aded chemistry, and by far the most time consuming operations was computing second derivatives on non-bonded interactions. Somebody found out that there was a bunch of NVRAM on one of the microvax processors, and decided to experiment with putting the calculations in there. I guess this was like using a FGPA approach. It never happened as far as I know, but it was an interesting approach nonetheless...

    --
    Call me old fashioned, but I like a dump to be as memorable as it is devastating - Bender
  126. Re:why? by ivan256 · · Score: 1

    You don't need specialized hardware to run 85MPH in a first person shooter, and unless they come out with some benchmark for some number of "physics operations per second" that makes software physics engines seem slow, they'll never get any fanboys.

  127. What advantage does this truly give? by Anonymous Coward · · Score: 0

    As I understand things a GPU has a purpose because graphics is very heavily vector oriented and most of those are interger vectors. And as CPUs are not designed to be vector rockets because its not practical the GPU was born. But from my understanding Physics modeling is quite fpu intensive and also is not able to be parallised as easily as graphics so will this realy provide such a huge benift or would spawning a new thread for the physics and placing it on a different CPU to the game be better in the long run with the advent of wide spread multi core machines?

    1. Re:What advantage does this truly give? by KD5YPT · · Score: 1

      CPU are designed at its core to be a simple calculator that calculates really fast. A physics modelling also requires vectoring similar to graphics (objects interact in three dimensions, add in several more properties such as rigidity, flexibility, mass, texture and such). The problem is that object to object interaction has a complexity of N! (n factorial), which mean even a small amount of object will strain CPU significantly. A dedicated PPU might break down different componenet of the interaction into several parallizable parts (velocity/momentum, deformation, or fluid dynamics). In a sense, GPU handles visual perception, PPU simulates the environment, and CPU handles how player/characters interact with said environment.

      --
      In US, you can easily buy enough major firearms to wipe out your neighbourhood but a few little fireworks are banned.
  128. API by RichiP · · Score: 1

    I just read the article and am now thinking "why wasn't such a device conceived of much earlier?" It sounds so natural to develop the physics processing into its own dedicated hardware.

    I'm hoping the Linux community can come up with an API that's attractive for game developers to use. It would be best if it could be integrated into a set of APIs to do 3D graphics, 3D sound and music, hardware access to input devices and have a common programming paradigm for its use. Perhaps SDL or then OpenAL/GL group could come up with something.

  129. The chip works. by Gmonay · · Score: 1

    Hi there, The chip works. It will be in stores this fall. We already have compelling content that will ship with the chip. See you at Christmas!

  130. Tomorrow's kids just got much dumber by Dracos · · Score: 1, Insightful

    Today's kids have measureably less creative skills than in the past, because corporate america is doing an ever better job of shrink wrapping imagination.

    Back in the day, there were Lincoln Logs, Erector Sets, Legos, and many other toys that had an inherent creative context. Legos are still around, but the most popular kits now have some kind of licensing tie-in.

    In fact, the most popular toys for most of the last 20 years have been licensed. In the last few years, witness the Pokemon and Spongebob crazes.

    Video games are most directly damaging to a child's imagination, because now the child doesn't have to imagine anything. Their mind's eye is transplanted onto a screen. Not to mention that video games today have increasingly less replay value, having become more like interactive scripts and requiring less and less problem solving. If the hero dies, go back to the last save point and try again. Video games have been sacrificing game play for more visual, aural, and physical believability.

    Today's kids have computers to think for them, tomorrow's kids will have computers to imagine for them.
    1. Re:Tomorrow's kids just got much dumber by Kaenneth · · Score: 2, Interesting

      I'd suggest you try Half-Life 2 then. The physics model is like your own little science lab.

      At one point you have to weigh down one end of a plank with cinder-blocks in order for the other end to support you.

      I used to hate trying to parrellell park (can't even spell it!) in reality, but after practicing with manuvering the dune buggy in Half-Life 2 my vehicle steering skills have improved so I can do it easily.

      you can also be creative in acheving the goals of the game. At one point you have to disable an electronic gate, instead of killing the guards, and fighting my way to the switch, I sniped a wooden block holding a generator trailer in place, so it rolled away, then drove at high speed through the gate without killing anyone.

      A better simulation of the real world means video game skills can translate into real skills.

    2. Re:Tomorrow's kids just got much dumber by KD5YPT · · Score: 1

      I won't say dumber. With an advant of a physics dedicated engine, it opens a whole new possibility. There's a good chance that games will use the physics engine to promote problem solving. In the past, all the games are restricted to scripted event simply because the computer aren't powerful enough to handle dynamic environment. Heavy emphasis on Visual and Aural also drives processing power away from handling a dynamic environment. A powerful physics engine might help stimulate software design that promotes lateral thinking.

      --
      In US, you can easily buy enough major firearms to wipe out your neighbourhood but a few little fireworks are banned.
  131. Stand alone. by Gmonay · · Score: 1

    The chip will be a stand alone PCI PCI Express card. It will be significantly less than $500 US.

  132. duke nukem by myukew · · Score: 0, Redundant

    did you hear? duke nukem forever release is timed to match this chip's so it can use all t3h new features

  133. Thank sounds pretty cool.. I still have my doubts by MatthewNewberg · · Score: 1

    What is the biggest difference between having a building break into 10,000 peices or just faking the effect and have it break into 100? I am a geek and I love thinking about doing things like this, but I also am a realistic about what people want. Is this concept such that people will actually be interested in putting money towards this? I clearly understand that there could be improvements in games becuase of this chip. I just feel better designed general purpose processors would be more worthwhile, then a processor design just for Physics. I have heard people workign with AI are interested in a seperate processor. At what point does one say, enough is enough, how many different processors need to be in a computer.

  134. chicken and egg by Chooche · · Score: 2, Informative

    They came over to our office and did a demo a few months back.

    There's no hardware yet so it was more like a software showcase of what COULD be happening. You have your basic explosion and rag doll stuff. The ones that showed best are a corridor flooding with liquid fire, a dense system of cogs and gears that worked flawless, and a tall building that collapse with thousands of pieces of debris bouncing off each other. The physics can be turned on and off in real time and will in turn generate different outcome.

    We questioned the process of integrating the chip into the market. It will be the chicken and egg conundrum. The manufactures and developers will both wait for the other to create the demand for it.

    The most straight forward solution seems to be to convince a console developer to include it in their next gen console.

    1. Re:chicken and egg by Creepy+Crawler · · Score: 1

      ---The most straight forward solution seems to be to convince a console developer to include (the PhysX chip) in their next gen console.

      That'd be a MAJOR bitch to emulate ;)

      The hell with "my cd format is better than your cd format". Just slap some nasty-cool chips that do complex stuff.

      --
  135. SLI by Anonymous Coward · · Score: 0

    Yeah, but can I SLI two PPU boards ...

  136. Second impressions -- better think a bit harder by graphicsguy · · Score: 1

    Let's compare all your responses to the benefits of having a GPU for graphics...

    1) Games do not use Real Physics, they fake it. If they didn't fake it, you wouldn't want to play it.

    But they should fake it in a way that is believable. Traditionally, computer graphics is a bunch of hacks for image generation. Even the hacks benefit from hardware support, and people desire more and more impressive looking graphics, whether or not they are trying to be "realistic".

    2) Processors are currently faster then what programs can use(If programmed correctly). It is going to take a few years before games keep up with Processors.

    That's a load of crap (IMHO). Game developers have to dumb down the visuals, physics, and AI of the game enough to make it reach their target frame rate. Frame rate takes precedence in today's market. What makes it even harder is that the users all have different speeds of machine, so in many cases, the game must be dumbed down enough for the slowest machine to execute (or they need various computational levels of detail for different machine speeds). If you see that your CPU is not busy enough, it is because the game developers dumbed down the physics and AI enough to make it so. Similarly, if your GPU is not working hard enough. It's actually a bit of a chicken and egg problem, because the game developers will not let the games use more resources until there are machines that actually have them. This is a bit similar to the PCI-Express problem.

    3) Why not just have two general purpose processors. Multithreading is getting pretty common. What would the added advantage between having a seperate processor just for Physics,then having two general usage processors?

    Presumably because the PPU should be faster at performing these specialized operations than adding a similarly priced additional CPU. Again, a dual processor machine does not eliminate the need for a GPU.

  137. The PC is turning into an Amiga by Anonymous Coward · · Score: 0

    Its funny how the PC is gradually turning into and a jucied up Amiga computer.

    So this is what all the amiga crackpots ment when they said that the Amiga would rise again. =P //Amiga4Ever

  138. Additional info by SidV · · Score: 1

    http://www.theinquirer.net/?article=21648

  139. Possible beneficial role for Microsoft here? by SlayerDave · · Score: 1
    It pains me to say it, but Microsoft could play a beneficial role in getting PPU technology standardized and widely disseminated. GPU makers, mainly NVIDIA and ATI, attempt to support both the latest versions of DirectX (Direct3D, HSLS, etc.) and OpenGL. OpenGL, of course, is a community-based standard worked on by a wide range of individuals and corporations. DirectX is controlled exclusively by Microsoft, as we all know. In the realm of physics, there is no standard API or library implementation. Instead there are several competing APIs such as Havok, Novodex, Meqon, etc. Unless some open or closed standard physics API emerges, there is no way PPU technology will take off. However, Microsoft could easily develop a physics API to fit in the DirectX framework. This would allow hardware makers to support a common, albeit closed, standard and allow game developers to adopt hardware-accelerated physics into the next generation of games.

    But without some sort of common API standard, I think that PPU technology, interesting though it is, will not catch on.

  140. chicken and egg by nothings · · Score: 1
    As others have pointed out, there already are middleware physics engines, so having to conform to one to get this isn't that big a deal. "real" physics as opposed to "game" physics (a ballpark difference: you can stack objects and then push the stack into a corner with a slanted roof, and the former will behave reasonably) is really really hard to implement, hence the middleware.

    The actual problem here is a chicken-and-egg one, unless they get this built into a next-gen console. If the performance gain of the hardware (and I have no idea, so I'll pick two values and speculate on them for illustration) is only 2x or 3x, then you can drop it in and get a performance boost, and maybe that's cool, but it's going to be hardcore-only to bother with. If the performance gain is 10x or 100x, then you can do a lot more crazy stuff--but only on machines that have the hardware, and normal machines without the hardware just aren't going to get anything like the same gameplay experience, unless the physics is used entirely as a special effect and doesn't feed into gameplay.

    Of course, the PC confronted the same chicken-and-egg problem with hardware in the past; we had PC speaker sound, then AdLib FM music, then Soundblaster sampled audio. We had CGA, EGA, VGA, mode X, SVGA, and then hardware-accelerated graphics. But, in fact, audio and graphics are output-only; they're close a feedback loop between the game and the player, but they never feed back into the game logic, so it was always possible to compromise on them... and we were never looking at a factor of 100 difference.

    Whereas the console industry is littered with failed add-on peripherals--Sega CD, 32X, I don't even remember the ones from Nintendo. Karaoke Revolution comes with a microphone; AntiGrav comes with the eyetoy camera--because trying to sell the peripherals separately is so totally doomed. I doubt any games are going to be sold with a so-called PPU, so it remains to be seen whether, chicken-and-egg-wise, the physics chip (purely computational) ends up more like a peripheral (input device) or sound/graphics (output device).

    Maybe the better analogy is to the inclusion of an FPU. On games that had to work on computers without FPUs (you remember the 386?), the software simply didn't use floating point. It didn't make sense to write two versions of the code. Instead, you just target the lowest common-denominator and optimize for that. If someone has a faster/more-capable machine, well, it will be faster than the machine you optimized for, and hopefully that's good enough.

  141. At last! by gunix · · Score: 1

    Now people can start doing numerical simulations really fast!

    --
    Evolution of Language Through The Ages: 6000 BC : ungh, grrf, booga 2000 AD : grep, awk, sed
  142. Revolutionary! by Winterblink · · Score: 1

    This will surely improve the realism of boobie bounce. :)

    --
    "I'm a leaf on the wind. Watch how I soar."
    -Hoban Washburn
    1. Re:Revolutionary! by antispam_ben · · Score: 1

      This will surely improve the realism of boobie bounce. :)

      So THAT's what this song is about - I've wondered all these years:

      http://mp3.juno.co.uk/MP3/SF153578-01-01-01.mp3

      The LP: Like a big CD, and BOTH sides play music!
      http://www.juno.co.uk/products/153578-01.htm

      --
      Tag lost or not installed.
  143. PPU for GAMES? by Anonymous Coward · · Score: 0

    "Ageia's PPU is an important step in the right direction as it can take the current limit of 30-40 bodies of today's high-end CPUs to a maximum of 40,000."
    So its going to 10000 times stronger then a high end cpu, you think they would try to sell it to businesses/schools/goverment agencies that need REAL PHYSICS analysis (aka NOT Counter Strike)..
    Am I missing something here, Wouldn't this thing take over disributed computing for physics simulation?
    Crah testing, Vehicle dynamics, Flight characteristics, Blowing crap up, High End 3D Animation, etc.

    I don't understand the reasoning for going after bunch of dorks...

    May be they have some other Business Plan, one that makes sense.

  144. Uh oh, run for your life... by null+etc. · · Score: 1

    Next, they will develop specialized chips for enemy AI. Hope that your enemy doesn't hack it's way out of the chip and set your toaster on fire.

  145. Vaporhardware? by birge · · Score: 1

    I just checked the US Patent Office website, and there are no patent applications for ANYTHING from Ageia. It's possible they've filed very recently, but I would think that if you had a hardware platform about to be released, you'd have had IP in the pipeline for a while. Sounds like they're just announcing their plans to try something. It's a cool idea, but lots of ideas sound cool before anybody tries to do the layout.

  146. rob enderle sighting in article by skillio · · Score: 1

    Everyone's favorite "analyst", rob enderle, has a choice quote at the end of the article here

    "What makes this interesting is the way it's being implement much in the same way the graphics model is - add-in boards or on-board. This free's up the CPUs to perform other aspects of gaming. If you can off-load it, it'll make better AI etc. On the other-hand, you can make the environment behave a lot more realistically. We'll get to the "holo-deck" much more quickly with technology like this." -Rob Enderle

    thanks for the insight (and grammar), rob. i dont mean to flame, but charlatans like this being quoted incessantly in all manner of technology-related articles disgusts me - and he rules this blowhard-for-hire tech analyst faction on high.

    cogent, pertinent, well-written, intelligent - rob, just apply ONE of these attributes to any of your published ramblings. please.

  147. Re:Thank sounds pretty cool.. I still have my doub by putzin · · Score: 1

    Actually, I think the current fixation on FPS isn't all that exciting. Amazingly enough, there are other game types out there. I can spend 10 to 15 hours a weekend flying planes. Put PPU assisted realistic flight dynamics and scenery to make the plane's environment interactions even more real, and I'll likely cry just waiting for the next version of FlightGear or Flightsim that will work with this. Or baseball, by being able to add realistic movement based on current wind conditions. Golf, simulating every blade of grass the ball hits... There are other examples I suspect.

    Also, I think the Cell processor might be the first attempt at a single chip encompassing multiple processing units. Maybe they didn't think along these lines exactly, but from all the blurbs, I don't see why it's not possible.

    Overall, cool idea really. If it a $200+ addition, I won't buy it. If there isn't an open implementation, I will probably ask why we can't do an open hardware implementation in an FPGA or somesuch. It's going to follow market forces, especially in the game industry where the only thing that mattes is how cool is the next big game and how important is this PPU to making the next big game as cool as it could be.

    --
    Bah
  148. Re:Thank sounds pretty cool.. I still have my doub by jericho4.0 · · Score: 1
    You seem not to be a gamer. The rest of us have been lusting after this for a long time. Am I interested in putting money towards it? Hell yeah!

    --
    "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
  149. PPU? by cheese_wallet · · Score: 0, Offtopic

    I guarantee that this thing will fail if they market it as the PPU, also known as the "who farted?" chip.

  150. I don't see it happening (market)... by CaptainPinko · · Score: 1

    I don't this taking off because no one would buy it. Not "no one" but really so few people that it won't make a difference. With a graphics card upgrade to a better card you get prettier pictures. People always want prettier sh.t so they keep on buying newer and newer graphics cards. I just don't see people overclocking their PPU and upgrading it. Will a game developer offer a slider for how much physics the game offers like eye candy now? Well, frankly the physics affect the game play more than graphics, for example if I can't jump as high or my grenade bounces differently then it really changes the game. Maybe if they attached it to the GPU so you'd have a GPU+PPU combo card (w/ 2 power connectors) you'd have people getting newer and never ones. Maybe this will be a hit in consoles though...

    --
    Your CPU is not doing anything else, at least do something.
    1. Re:I don't see it happening (market)... by Ahnteis · · Score: 1

      I see it being bundled onto graphics cards or perhaps motherboards.

      I don't think too many will be sold as standalone cards.

      Been wrong before.

  151. Already done on GPU? by Anonymous Coward · · Score: 0

    http://www.gpgpu.org/ says that the latest GPUs can already accelerate physics a lot. If that's so, how much is a dedicated physics chip needed?

    1. Re:Already done on GPU? by KD5YPT · · Score: 1

      The point is dedicated processing. GPU handles graphic well, but as its name say, GPU's main purpose is Graphics Processing, which inherently mean optic-to-object simulations (You see mirror, you see own reflection, you see mirror in corner, you see around corner). PPU's main purpose is object-to-object simulation (You see mirror, you shoot and break said mirror, mirror shatters and hit you, you got injured).

      --
      In US, you can easily buy enough major firearms to wipe out your neighbourhood but a few little fireworks are banned.
  152. Physics Card by Anonymous Coward · · Score: 0

    Does this mean I'm going to have to buy a PCIX Physics Card on top of the 500 dollar Graphics Card to play the next generation of games. That would suck a lot. Here's hoping the ppu becomes standard on Graphics Cards.

  153. Re:Thank sounds pretty cool.. I still have my doub by rm999 · · Score: 1

    "At what point does one say, enough is enough, how many different processors need to be in a computer."

    Never - you are clearly not a gamer :)

  154. not just for games by Khashishi · · Score: 1

    I could see it being very useful for all sorts of simulation and CAD, and various scientific applications.

  155. Where this comes into play by Krystlih · · Score: 1

    I'm not a professional game developer but I'm a techie who has spent some time working with game engines and such. I like to play around. Anyway where I see a huge benefit of this is the amount of dynamic objects a game could have at this point. Right now there are lots of tricks in game development to achieve realism without sacrificing peformance. Just look at any FPS and most of the world is a static mesh, there are very little movable and/or dynamic objects in the world. This is because it requires CPU power to keep track of everything all at once and you still have to reserve processing power to handle the players and the AI players. So where I see this coming into play is having thousands of dynamic objects within a game. Imagine being able to blast a whole in any wall in the map. Having anything visable have properties that are changable depending on what is happening. Say your playing a monster truck game and you crash into the stands, well then every spectator would have its own ragdoll property that would apply there. These are just a few examples, theoretcially you could do this today but your framerate would crawl at that point. Anyway these are the types of applications I see being used with it.

  156. DRM and CMS Solved! by refactored · · Score: 1
    The web site, the /. article, the referenced article, the white paper are all entirely content free.

    Perhaps this is the Final Solution to Digital Rights and Content Management problems.

    Have no content.

  157. physics processing unit... by Stanza · · Score: 1


    Does it run MATLab?

  158. Wonder if flight simulators will use it? by renoX · · Score: 1

    Granted FS are used by few people but it is one type of game which is CPU-bound currently, no need to invent new types of objects: flight dynamic, bullets, etc.. are enough!

    In IL2 Sturmovick, IA's opponent use a different physic engine which enables them to do figures that you can't imitate, which is a bit frustrating..
    But I'm not sure that if this accelerator allowed using realistic physic for IA's opponent, the IA would be good enough to fly a plane with this complex physic..
    Ok, who is going to make an IA accelerator board? :-)

    On a more serious topic, I'd be interested to see what they're going to implement, while I don't really beleive that a standalone PPU will be a success, if the HW is not too different from a GPU, maybe a combined GPU-PPU would be interesting: a bunch of 'normal' FPU for doing vertex|physic process + some specialised unit dedicated to the pixel processing part.

  159. Future Mistakes? by buckhead_buddy · · Score: 1

    When these become commonplace, I bet we'll be hearing press releases announcing premature failure of a space rover after incorrectly installing the proper physics chip.

    "Nasa is sorry to announce that the latest lunar rover had a Mars physics chip installed which resulted in behavior akin to a Nascar hot rod. After breaking the moon's gravitational pull, the rover struck the Hubbel telescope. South Korean residents are instructed to saty indoors in case the re-entering space junk is mistaken for a missle attack by the North Korean army."

    1. Re:Future Mistakes? by KD5YPT · · Score: 1

      Um... please read the article. The chip design is meant for gaming, which currently are going for SIMULATION of more interaction then the CPU can handle. Space rover don't need to simulate those since their sensor can already pick up REAL world interaction.

      --
      In US, you can easily buy enough major firearms to wipe out your neighbourhood but a few little fireworks are banned.
  160. Why think just frame rate and rag dolls? by screeble · · Score: 1

    This chip would be an amazing benefit towards the physical modeling of sound propagation environments. Processor lag in time-based audio effects could be almost eliminated. This would be fantastic for audio processing!

  161. Re:Thank sounds pretty cool.. I still have my doub by Tim+C · · Score: 1

    At what point does one say, enough is enough, how many different processors need to be in a computer.

    When I run out of things for those processors to do. I have a CPU, because liek duh, I need one!

    I have a processor on my soundcard, because it assists in sound processing, something I do a lot (in games, of course)

    I have a GPU because it assists in graphics processing, something I do a lot (in games, of course)

    I can imagine having a physics processor, because physical simulation is something I do a lot (in games, of course, although I do do a little of my own coding in this area from time to time too)

    Why would I want all of these things in a single processor, if multiple independent units can do it better? Why would I want to swap out a single, hideously expensive unit to upgrade one aspect, when I could just swap out that one component?

    The way I see it, we've gone from having a single CPU to having a CPU and graphics hardware and sound hardware; why not physics hardware, AI hardware, encryption hardware, etc? The point is that a CPU, by its very nature, cannot ever be as fast at a given specialised task (eg rendering graphics) as specialised hardware. The best you could do would be to stick seperate cores into a single package; but why bother? That raises all sorts of problems (especially heat - the GeForce 6 line runs very hot, for example), for what gain?

  162. Clears the way for better AI? by Anonymous Coward · · Score: 0

    First of all, nice comment!

    With modern games, GPUs take care of the graphics, which probably means that the biggest task the CPU is performing is the physics. If that were offloaded to a PPU card, that leaves the CPU to basically handle the "playing" of the game. So, I'm thinking that if/when these PPU cards take off, the CPU could be used to implement much more advanced AI algorithms than is currently possible. With visuals and physics taken care of, I'd speculate that intelligence and "interactivity" might be the next big challenge - enemies that can plan intelligently and adaptively, allies that can follow (complex verbal) orders, etc.

  163. On Same Die by dunc78 · · Score: 1

    So wonder how long it will be before instead of getting an Intel processor with two general purpose CPUs on one die, we will be able to get a CPU and a PPU on one die or a CPU and a GPU on one die. Maybe we will eventually have the choice of having all 3 cores integrated into a single die. I suppose this would provide greater bandwidth between the various processors and would allow us to use one bank of easily upgradeable memory. The reason I add the memory thing is because I am not aware if there are video cards out there where it is convenient to add memory capacity, I know my cheap card doesn't have an easy way to add memory. I suppose I could solder on some chips to the open pads, but I'm not sure if the GPU would automatically recognize the memory or not.

  164. Or AMD of course by dunc78 · · Score: 1

    I meant AMD or Intel of course. Sorry, the audience slipped my mind. I don't want to be modded down to flamebait for throwing Intel out there like that :)

  165. Developer Support vs. Vaporware by absolut.evil · · Score: 1

    It seems that it would be pretty unlikely that this product is pure vaporware seeing as how there's some pretty substantial developer support. (link) It's pretty difficult for these guys to get developers on board - ATI and NVIDIA both have issues, and they're industry standards. I highly doubt Epic, Ubisoft, Sega and the others that have come on board this early signed deals based on pure speculation. Add to that the reports that the product is to be available this year (link) They must have some sort of prototype already functioning.

  166. 411: GPU T&L 4 PPU PDQ by TiggertheMad · · Score: 2, Informative

    I don't get what is so different between a GPU and this PPU thing. A GPU is mainly multiplying vectors and matrices and dot products and division, physics simulation is not very different, although the result is handled differently.

    Quite differently. You are suggesting that one draws the matrix results and the other just stores the matrix results, but there is a more important factor than that. All the data that is pushed onto the grpahics card is essentially on a one-way trip. After going through the T&L pipeline, it guts pushed into a video buffer, drawn and then overwritten. I'm not even sure that there is capacity to write back data to general memory from the AGP cards, since this incurs a big performance hit. Any physics chip will need to be able to matrix math and then save the results for further useage, since you need to maintain things like mass, velocity, heading, etc.

    Using a GPU chip as the starting point for a PPU wouldn't be an entirely bad idea, though. Interestingly enough, I think the rendering community would love to have a 3d accelerator that could use specialized GPU rendering speeds and the ability to write the image generated to the hard drive, so it's not like you are the only person thinking along those lines.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
    1. Re:411: GPU T&L 4 PPU PDQ by Mr.Radar · · Score: 1

      With PCI Express, video cards will finally become true read/write devices and not just write like with AGP. I wouldn't be surprised if the next generation of PCI-E graphics cards start advertising features like "Physics Acellerator" on the consumer cards and "Render Assist" on the pro versions. GPUs would also make killer co-processors for running things like Folding@Home.

      --
      What if this signature were clever?
    2. Re:411: GPU T&L 4 PPU PDQ by drinkypoo · · Score: 1

      Doing OpenGL acceleration on a hardware OGL accelerator and then bringing the frame data back and writing it out is not at all an unusual thing to do and OpenGL includes that functionality. However most consumer video cards produce visuals that do not at all match the reference model. They are optimized for speed and visual clarity, not accuracy.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  167. Re:Thank sounds pretty cool.. I still have my doub by Elder+Entropist · · Score: 1

    "Why would I want all of these things in a single processor, if multiple independent units can do it better? Why would I want to swap out a single, hideously expensive unit to upgrade one aspect, when I could just swap out that one component?"

    Because a very large percentage of the costs are in the circuit board, support capacitors, clocks, shipping and marketing of all the individual items. A single processor (with multiple cores) may cost you $400 or so with all of that, but the other way you would add a $250 CPU, a $200 graphics card, a $200 physics card, a $100 sound card. If you want to pay a cost of $750 in comparison to the $400 so you can mix and match, you're welcome to, but I suspect many people may prefer the $400 price tag to the $750.

    If this is going to be successful at all, I highly suspect it will at least have to be included on or with a graphics card by one of the big graphics card companies.

  168. PPU ?? Can it be used for... by Hymer · · Score: 0

    ...something more interresting than GAMES ? ...something we could use ?? like calculating a comets way thru the solar system...
    ...or calculating a tsunamis way, speed and size faster than the tsunami moves... so we know where and when the tsunami strikes and how big it will be...

    1. Re:PPU ?? Can it be used for... by KD5YPT · · Score: 1

      Techinically, yes. But it might be more cost/efficient (accuracy wise) to do a software simulation on a super computer.

      --
      In US, you can easily buy enough major firearms to wipe out your neighbourhood but a few little fireworks are banned.
  169. Perhaps a better market... by Random+Guru+42 · · Score: 1

    I would assume that the gaming market is more lucrative than elsewhere, or that the company is betting on this assumption. As long as there is developer support for PPUs, especially with more popular games, then many gamers will feel the need to buy PPU cards on the knowledge that the game will run better with one in the box.

    As it is, with the real physics simulations chances are that distributed computing will stay, perhaps further bolstered by any advancements offered by the new PPU technology. Something says to me that a 40k body limit would still be restrictive for massive simulations run by government agencies and the such.

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    Christopher S. 'coldacid' Charabaruk -- coldacid.net
  170. Triangle?! What about Audio Processing Unit by Anonymous Coward · · Score: 0

    Admittedly soundcards are total pieces of shit (yes even that top of the line creative), but if sound is supposed to be 30% of a game, why is ALL the horsepower spent of graphics and physics??!!

  171. Multi-core? by WelcomeToTheFallout · · Score: 1

    Anyone else see multi-core processors as a possibility here?

    One core - CPU
    One core - PPU
    One core - GPU
    One core - SPU (sound?).

    It's a 4 core gaming system (not upgradeable, but in the not so distant future, likely quite cheap...potential for handheld gaming devices?)

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    What'chu lookin' at Willis?
  172. Second Life by mcoletti · · Score: 1

    Second Life does all the physics using the Havoc engine on the servers. I can see where using a dedicated hardware-based physics engine could improve Second Life server performance.

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    MAC | A polar bear is a cartesian bear after a coordinate transform.

  173. Some performance specs here by writertype · · Score: 1

    Including exactly what performance will mean with this chip... Link.

  174. Video games aren't the only application here: by iq+in+binary · · Score: 1

    CAD/CAM software, phys sim software, supercomputing........

    All can benefit from this technology, greatly. May not sound so much like a benefit to all those in the industry, but as a person who is very much interested in CAD/CAM and Phys. Simulation software for the crackpot inventor at home......this is a VERY fortunate upcoming.

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    Of all the Universal Constants, here's one I know: Nice guys finish last ;)
  175. Wasn't that how you accelerate a ... by antispam_ben · · Score: 1

    Macintosh? At 9.8 meters/second squared?

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  176. Solver, Runge-Kutta or Euler? by vikstar · · Score: 1

    In the SDK Documentation PDF on their site (available from http://www.ageia.com/novodex_downloads.html) section 5.2.9 on page 33 mentions the solver used. Does anyone know if the solver is an n-th order Runge-Kutta method, or do they simply subdivide each step into n euler steps?

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    The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.
  177. Public Alpha/Slashdot testing by antispam_ben · · Score: 1

    First off, as somebody mentioned earlier: This is a press release, not a released product. Thus, it's still vaporware.

    So that's it. They're pre-announcing it so they can get response to it from Slashdotters, and add in all the stuff they forgot, such as one thing mentioned several times in these comments:

    "OMF'inG!!! We forgot Gravity!"

    And while they're putting physics ona chip, perhaps they could take a hint from my tagline...

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  178. I can't wait to see... by Mikito · · Score: 1

    ...how this improves my Solitaire experience!

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    Anakin Simpson: If you're not with me, then you're my enemy--ooh, donuts!
  179. Which is it, Newtonian or Einsteinian physics? by antispam_ben · · Score: 1

    Because Newtonian Physics is old-fashioned.

    Seriously, it would be neat to have a video game in which one goes at a significant fraction of the speed of light. I recall seeing a movie clip many years ago (perhaps on NOVA) of a simulation of relativistic travel down a road in which the telephone poles appear bent over and such. Realtime simulation would of course take more calculations per 'atom' in the scene than Newtonian physics, but it would be cool, and We Have The Technology...

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  180. Console Adoption by Anonymous Coward · · Score: 0

    This PhysX seems ideal for a console:
    *it would dodge the chicken/egg thing, developers can know that all of the consoles will have physx
    *it would give the console a massive leg up on competitors without PhysX
    *it would give people time to get used to new impressively accelerated physics
    *could use cheaper cpus and still have superior game performance

    Oh if only they could get it into a console!

  181. View from a physics engine expert by Animats · · Score: 2, Interesting
    As someone who's written a serious physics engine, I look forward to seeing this tomorrow at GDC.

    There's no one key item that bottlenecks a rigid-body physics engine, and it's not a simple pipelining problem like graphics, so the main thing special-purpose hardware can provide there is parallelism. And plenty of double-precision floating point power. (In a single-precision system, you have to take great care to never try to do physics far from the origin.)

    Collision detection is a minor CPU load if you do it right. If collision detection is using more than 10% of your physics time, you're doing it wrong. This may seem counterintutive, but the good algorithms are incredibly fast, even in complex environments. It's more of a data structure issue.

    Deformation, i.e. finite element analysis, is more of an inner loop crunch problem than rigid body physics. Finite element analysis has been parallelized for decades in engineering applications, and the problem is well understood. It's localized; you can divide the problem up into cells. So I'll bet that's what they are focusing on.

  182. Don't tell Microsoft!! by mrclark13 · · Score: 0

    Everyone remember to keep their mouths shut up about this to M$. Otherwise they'll tack on some new "feature" to Longhorn or Blackcomb that not only makes windows 3d, but also simulates realistic collisions between those windows:) It won't be a resource hog, of course....

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    "As you say - certain behaviors minimize the HIV risk and writing Slashdot tripe on Friday night is by far the most secu
  183. Typical ad p0rn by recharged95 · · Score: 1
    Reading the article & looking at their website, sounds like a typical marketing buzzwords blitz. Since it deals with games, everyone here is hooked.

    Really to simulate accurate physical behavior needs floating-point processing, which I doubt this hardware will be anywhere close.

    I'll be waiting for the specs.

    Well, if this technology really takes off, I guess I'll have a secure job (in physics) once again.

  184. Cracked by Anonymous Coward · · Score: 0

    The system is already been cracked; some Jesus freak named Yeshuah said that all you gotta do is file a death certificate and denial of corporate existance and you'll realize that you have alreadyy been born again as a spiritual manifestation of God and not under some alien's statute clause. Don't accept any ploy, because all ploys are of man! It's a paper and pencil idol conspiracy of idolaters!

    Or, you can take the red pill and liquidate your corporate sole CITIZENSHIP in a savings to suitor ruling, returning gracefully onto soil from your CITIZENSHIP vessel; under God the Father and you can judge and file default judgments and site drafts and liens. And you get free energy, free medical, and none can be given or taken to marriage.

  185. I'm not sure that this is possible, but... by RoadWarriorX · · Score: 1

    Instead of all of these dedicated CPUs for processing graphics, physics, audio all on separate pieces of hardware, I would like to see a consumer media expansion card that has a generic array of CPUs that can be dynamically configurable by the operating system for specific tasks.

    For example, suppose I have an array of 5 simple CPUs. In a configuration for games, I can have two CPU for graphics processing, two for audio processing, and one for physics. Or, in a configuration for advanced audio-video processing, I can have three processors for video and two for audio processing. The possiblities are endless.

    But AFAIK, there is really no technical reason why this can happen. Maybe I am expecting too much for my relatively cheap PC.

  186. Sony's Cell processor will probably be better.. by Ats · · Score: 1

    ..Because Sony has so much more cash to throw into optimizing the CPU architecture and the production process. It is difficult to imagine a better "physics processing unit" than the Cell. It would be possible to implement specialized hardware for a set of common processing tasks, but then you'd lose the versatility that a fully programmable design has..It's a bit different from 3D graphics where almost the only thing that matters is drawing textured polygons. Physics simulation tasks are more varied.

  187. What I'd like to see.. by anethema · · Score: 1

    Is a specialized hardware raytracing processor on graphics boards. That or built into the GPU but I mean, doing actual real raytracing.

    I saw a webpage where some guy made a raytracer with a FPGA or similar and got quake or quake 2 running and using his hardware tracer and the shadows etc were doom3 like (it didnt look that good, but it did look great for quake), at a decent fps. And this was just some guy. If ATI/Nvidia actually developed a nice hardware raytracer onboard their cards, plus this physics processor, I think we'd be pretty damn close to the goal of movie-like 3d in real time.

    Ah well, one day.

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    It's easier to fight for one's principles than to live up to them.
  188. Re:Thank sounds pretty cool.. I still have my doub by xMilkmanDanx · · Score: 1

    The problem isn't necessarily one of processing power (although specialized is definitely faster than generalized), but of bandwidth. Separate processors and addons (usually) have dedicated memory, cache and lessen the calls to system memory and hard drive access. Even new system memory doesn't have as much bandwidth available total as the specialized memory for graphics cards.

    Also, your example of pricing does not reflect that by not having a separate graphics card you are giving up the ability to play most games. Lacking a separate sound card/physics card etc does not currently mean giving up this ability completely. Price per performance has to be equivalent for the comparison to be valid. If you don't want to play games then buy the cheapest thing you can find as it'll do office work, internet just as well.