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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.""

37 of 494 comments (clear)

  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.

  2. Virutal reality sex, now a possibility. by imstanny · · Score: 5, Funny

    Nerds around the world rejoice!

  3. 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 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.
    4. 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...

  4. 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 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

  5. 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"....

  6. 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 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

  7. 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 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.
  8. 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!

  9. 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 Anonymous Coward · · Score: 5, Funny
      I just finished reading the article, and ...
      You must be new here.
    2. 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.
    3. 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
    4. 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.
  10. 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
  11. What about homework? by markmcb · · Score: 5, Funny

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

    --
    Mark A. McBride -- OmniNerd.com
  12. 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.
  13. 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.

  14. 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
  15. 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.

  16. 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 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.

  17. 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.

  18. 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
  19. 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.

  20. 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.
  21. 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 Chrax · · Score: 4, Insightful

      There really should be a -1: Unfunny mod.

  22. 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