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NVIDIA Launches New SLI Physics Technology

Thomas Hines writes "NVIDIA just launched a new SLI Physics technology. It offloads the physics processing from the CPU to the graphics card. According to the benchmark, it improves the frame rate by more than 10x. Certainly worth investing in SLI if it works."

299 comments

  1. You know what... by fatduck · · Score: 2, Interesting

    Sounds like an ATI-killer to me! What ever happened to the hype about dedicated physics chips?

    --
    Making you think you're crazy is a billion dollar industry.
    1. Re:You know what... by GundamFan · · Score: 2, Insightful

      Compitition is good!

      If ATI was out of busness do you think nVidia would ever inovate again?

      A monopoly is always bad for the consumer... this is one of the reasons socalism doesn't work.

      --
      I don't give a damn for a man that can only spell a word one way.
      Mark Twain
    2. Re:You know what... by Anonymous Coward · · Score: 0

      Aegis PhysX isn't even in production yet. If this works as advertised, Aegis is toast without having produced a single product.

    3. Re:You know what... by AKAImBatman · · Score: 1

      What ever happened to the hype about dedicated physics chips?

      1. "Game" Physics tend to be more fun than real-world physics. (Who really wants to compute orbits for their starfighter? We want to bank on afterburners!)

      2. Game programmers haven't yet managed to create complex enough engines to demand physics engines. See point 1.

      3. Game production is hideously expensive these days, and game programmers are already stretched to the limit. If you try to get realistic physics like rigid body dynamics into the game as well, the game will never get shipped. It's far easier to show animations for special effects like a train moving rather than properly compute the force vectors applied to the entire machine during the compression/expansion cycles.

      Besides, the story tech is just for fancier particle physics like a wall of bricks collapsing. Very cool to look at, but not useful in a general sense.

    4. Re:You know what... by geekoid · · Score: 5, Insightful

      "A monopoly is always bad for the consumer... this is one of the reasons socalism doesn't work."

      You can have a socialist government, and market competition.
      The USSR's "implementation" of socialism was flawed. Don't get that confused with actual socialism.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:You know what... by GundamFan · · Score: 0, Redundant

      OK, I guess I should have said Soviet Comunisim... my point still stands though, ATI and nVidia competing is good for the industry just like AMD and Intel.

      --
      I don't give a damn for a man that can only spell a word one way.
      Mark Twain
    6. Re:You know what... by BewireNomali · · Score: 3, Informative

      Soviet Russia was very technically progressive. While being bad for the consumer, as it were, communism or socialism isn't necessarily bad for innovation.

      --
      un burrito me trampeó.
    7. Re:You know what... by datawhore · · Score: 2, Interesting

      I think there's a confound in your argument: War is good for innovation, regardless of social system. Let me pose it another way - in peace time do you think the soviets would have been much interested in innovation? Without a market or a way for an individual to benefit from their hard work there is less purpose or drive toward innovation.

    8. Re:You know what... by Senjutsu · · Score: 1

      Game programmers haven't yet managed to create complex enough engines to demand physics engines.

      It's hard to decipher what it is you're trying to say here, but if you're claiming that game physics haven't become sophisticated enough that they've given up scratching together some simple calculations and turned to third-party, dedicated, professional physics engines, you're dead wrong.

    9. Re:You know what... by Anonymous Coward · · Score: 0

      Someone hasn't heard of Ageia...

    10. Re:You know what... by Anonymous Coward · · Score: 1, Interesting

      "A monopoly is always bad for the consumer... this is one of the reasons socalism doesn't work."

      Socialism does not imply monopolies any more than capitalism does (though both can lead to them). Scandanavian countries all have quasi-socialist governments and they are prosperous and competative.

      One more point, every American family is communist at heart (shared resources, centralized planning, etc).

    11. Re:You know what... by bhirsch · · Score: 1

      So was Nazi Germany. History would indicate that such technically progressive socialist states have quite finite life spans. The only socialistic countries that seem to be surviving show very little in the way of technical progression. Conversely, we have capitalist nations like Korea, Japan, and the US with thriving technical innovation.

      Of course there are many compounding factors like participation in globalization, but there are socialistic states with few trade barriers that still fail to push out particularly notable technologies. The occasional blips like DVD Jon are all that come to mind.

    12. Re:You know what... by Rei · · Score: 4, Funny

      Your comment reminds me a bit of this article. Concerning the reasons for the lack of success of the American Institute of Communist Studies' program for granting certificates certifying something that someone said is "communist":

      "And lastly, for reasons unknown, the AICS decided that half of the advisory board would consist of Communists and half of Libertarians. Since Communists believe that practically no one is a Communist including each other; and Libertarians believe that just about everything is indicative of Communism including most extant forms of Capitalism, the board reached an impasse in about half a second. "

      --
      Democratic Party needs food badly.
    13. Re:You know what... by Anonymous Coward · · Score: 2, Insightful
      The only socialistic countries that seem to be surviving show very little in the way of technical progression.


      Finland is:

      1) a socialist country.
      2) the home of Linus Torvalds.
      3) the home of Nokia.

      Do stop spouting your ridiculous American propaganda. Socialism works, and most of the world uses it.
    14. Re:You know what... by Jerry+Coffin · · Score: 1
      Soviet Russia was very technically progressive.

      This seems to have been primarily a result of competition (e.g. with the NATO countries) though.

      We've never had a situation where a single communist government existed with essentially no outside competition -- but my guess is that if there was such a thing, it wouldn't be very progressive, technically or otherwise.

      --
      The universe is a figment of its own imagination.
    15. Re:You know what... by Keruo · · Score: 1

      >Finland is:
      >1) a socialist country.

      Wrong, Finland is democratic republic, and has always been one.
      There is a socialist party but that doesn't make the country socialistic.
      Former Yugoslavia or Vietnam would be good examples of socialist countries.

      --
      There are no atheists when recovering from tape backup.
    16. Re:You know what... by gnud · · Score: 1

      You know Norway is not socialistic, right?
      Starting last fall, we do have a social-democratic government, but we didn't when DVD Jon surfaced.

    17. Re:You know what... by Chagrin · · Score: 1

      It sounds like you're suggesting that technological innovation needs competition to make it thrive in a Socialist society. If there was no competition, though, then how would you even benchmark innovation? How could you even expect a Socialist state to exist without any sort of competition? Really, is there any society in the world that exists without competition much less a government?

      --

      I/O Error G-17: Aborting Installation

    18. Re:You know what... by Anonymous Coward · · Score: 0

      what part of being a democratic republic prevents a country from being socialist?
      Are you sure you know what socialism is?

    19. Re:You know what... by GrievousMistake · · Score: 1

      It is when compared to the US, though. But then, what isn't? Even the political left in the USA could easily mistake C.I.Hagen for a communist.

      --
      In a fair world, refrigerators would make electricity.
    20. Re:You know what... by BewireNomali · · Score: 3, Insightful

      I agree with you. But the same goes for the US. In the cold war - we went from scratch to repeat moon landings in ten years. Not so now. My point is that democracy doesn't have an inherent monopoly on innovation.

      --
      un burrito me trampeó.
    21. Re:You know what... by Captain_Biggles · · Score: 1

      Socialism works, and most of the world uses it.

      In this case, you might not want to make an argument by numbers -- most of the world is a pretty miserable place to live in, the US and Europe being more the exception than the rule.

      A big problem with socialism is that it's basically a pyramid scheme. As long as the base is larger than the top, things roll along nicely. But as soon as you approach the inversion point where not enough people are working to fund those social welfare programs, there's a big problem afoot.

      Most of Europe is in the process of discovering this fact, due to plunging birthrates. The solution currently being tried is massive importation of cheap foreign labor, which as Theo van Gogh found out, can sometimes be a pain in the, er, chest.

    22. Re:You know what... by ultranova · · Score: 2, Interesting

      Wrong, Finland is democratic republic, and has always been one.
      There is a socialist party but that doesn't make the country socialistic.

      Finland is be a democratic country with heavy socialist leanings. It used to have even stronger socialist tendencies, but has suffered from incompetent leadership for the past two decades (ever since Kekkonen came too old and sick to rule, IMHO), and that has lead to a tighter integration with the globalized ultra-capitalist economy, much to the detriment of both economy and citizens.

      In any case, democratic countries tend to lean towards socialism, simply because socialism means public healthcare and other safety nets of a welfare state, and who wouldn't want assurances of safety ?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    23. Re:You know what... by shihonage · · Score: 1

      Yes, that explains why when I left former USSR in 1994, the stores had no sliding doors, no magnetic credit cards, and most of the time wooden boxes with metal wires put through many moveable wooden balls, looking like this: --o--o--- ---o--o-- -o----o-- ---o----o ...to calculate the amount of change needed to be given back to the customer. Some stores had cash register machines but they weren't mandatory and often didn't require electricity to work. Also, ZX Spectrum was still a hot item back in 1994. So were the lowbudget, underpowered 8086 clones named "POISK", because they were actually semi-affordable ! Big businesses had the 286 and 386 powerhouses of course, as well as the ES184x 8088 clones. Back when every American house had a touchtone phone, we still had predominantly rotary phones using the "pulse" dialing method. Our televisions were technologically inferior and somewhat larger than American televisions. We had 3 channels instead of 40. No concept of "closed captioning". All in all, former Soviet Union was about 10 years behind Americans on the level of consumer-grade electronics. Or at least, the part where I lived was. Moscow was a lot more evolved, but then again, its the freaking capital !

    24. Re:You know what... by rolfwind · · Score: 1

      Not quite true on the scratch part - both the American and Soviet Space Programs had its beginnings in Nazi Germany - the first object in Space was a Germany V-2 rocket launched by the Americans in 1946 and the American Space Program was actually headed by Werner von Braun (German Scientist) until the 1970s and the Saturn Rockets were described as essentially huge V2 rockets.

      Not to downplay achievements of any side.

    25. Re:You know what... by bhirsch · · Score: 1

      That's because the [powerful] left in the US consist primarily of guilt-ridden privileged who, when faced with real socialism, could not stomach that they too would be forced to give up all of the luxuries brought to them by capitalism. Then there are those who are just too stupid to understand the dynamics or consequences of politics. There are also those like the Salon.com editor that admitted taking pleasure in seeing negative reports about Operation Iraqi Freedom, who are so entrenched in their own party's advancement that politics become more a matter of which side is winning on the scoreboard than what legislation or policy is actually taking place.

    26. Re:You know what... by bhirsch · · Score: 2, Informative

      Actually, the US is Linus's home, as it is for most Linux-based industry as well (think Novell, RedHat, and that little cash register company with a blue logo). I would also hardly say that Nokia makes Finland comparable with the Korea, Japan, and the US when it comes to technology.

      Don't worry about it though, I'm just spouting off American propaganda.

      Who needs Ford, GM, IBM, Apple, HP, Microsoft, Intel, etc? Finland has Nokia!
      Samsung, LG, and Hyundai? They are no Nokia!
      Sony, Panasonic, Toyota, and Honda don't even offer a Linux-based mini-tablet!

      Wow, you are right. Who would want capitalism? It's not like I just took a one-week vacation in the Bahamas, go out to eat several nice meals per week, have excellent medical care, a new car, and decent clothes all with lower-middle class earnings.

      Seriously, you can say I am soft, greedy, etc., but there is no way in hell you will convince me or the 90% or so people in the US in similar or better conditions than me that we should want socialism.

    27. Re:You know what... by Anonymous Coward · · Score: 0

      "A monopoly is always bad for the consumer"

      *Sigh* Never studied economics? There is such a thing as a Natural Monopoly. Sometimes anything other than a monopoly is 'worse' for consumers. Ignoring the situation between ATI and Nvidia, where I agree competition is good for comsumers, there are situations that a monopoly benefits the consumer more than competition. http://en.wikipedia.org/wiki/Natural_monopolies

      A monopoly is 'generally' bad for the consumer. Not always.

    28. Re:You know what... by Anonymous Coward · · Score: 0

      "A big problem with socialism is that it's basically a pyramid scheme."

      And how exactly is capitalism any different? Taxes from workers fund social security which only works if you have a work force much greater than the people receiving government benefits. As the birth rate drops in most developed nations around the world the workforce also dwindles and the population ages. This is one of the main problems of the economic system at the moment. Name a single country where this model is not used in the world.

    29. Re:You know what... by yoprst · · Score: 1

      Any Western "implementation" of capitalism is terribly flawed, ask your libertarian friends about it. Yet it works, while socialism doesn't. Think about it.

    30. Re:You know what... by spitefulcrow · · Score: 1

      I don't know where you're getting that 90% figure from. The fraction of people with middle-class or better earnings is much lower than that. 12.5% of the US is below the official Census "poverty line" ($19,000 for a family of four), which is by no means set high enough to truly define poverty. 15.6% of Americans don't have medical insurance. Census press release.

      --
      Sorry, my karma just ran over your dogma.
    31. Re:You know what... by Anonymous Coward · · Score: 0

      ...and the Nazi guided rocketry and V2 programs pretty much stood on the shoulders of Goddard's work, down to using the same guidance system in the V2 as the one Goddard had designed before the war. Scientists involved with the V2 program--before and after the post-war American absorption--said as much; Goddard himself recognized his own work instantly (as did those familiar with it who were present) when he started disecting a captured V2.

      None of which really came close to being Moon-ready. Don't disparage NASA's brilliance, 'cause they earned it.

    32. Re:You know what... by HuguesT · · Score: 1

      Finland is a tiny country of 5 million inhabitants. It doesn't even begin to compare with a country of 300 million like the US.

      Nobody is saying you should change your way of life or anything, just to come to the realisation that socialism doesn't necessarily equate with current North Korea or the old USSR.

    33. Re:You know what... by bhirsch · · Score: 1

      I never said it did. I just said the more technologically advanced socialist states do not seem to last long.

    34. Re:You know what... by somersault · · Score: 1

      it's not an 'ATI killer', from a similar article I read yesterday on El Reg (http://www.reghardware.co.uk/2006/03/20/nvidia_ha vok_gpu_physics/):

      "Havok FX ties leverages the GPU using Shader Model 3.0 rendering instructions, so it's as applicable to ATI's latest GPUs as it is to Nvidia's, of course. That didn't stop Nvidia saying how well the code works on its GeForce 6- and 7-series GPUs, even in SLI mode."

      It isnt an SLI only thing really, but SLI would work better, it's like sticking another processor in your machine (albeit for most specialised use - though there's no reason you couldnt write wrappers for dlls in windows, and have some calculations passed to your GPU instead of CPU, I think that would be really cool, and a better use of the latest graphics cards to speed up general application running for when you're not playing 3D games)

      --
      which is totally what she said
    35. Re:You know what... by Brummund · · Score: 1

      "Soviet Russia"? I think you mean the Soviet Union or USSR? As for being technologically progressive, can you please point out a few innovations from USSR that were "technologically progressive"? As for "being bad for the consumer", do you mean "bad for the citizen" as in lack of democratic rights, or do you mean "bad for consumers", as in "no fridge to buy at store"?

    36. Re:You know what... by Anonymous Coward · · Score: 0

      Uh, no. It's because The U.S.A. as a whole is very right-wing as compared to most of western Europe, making even the 'left' in the US far of the scale to the right here. And I don't get what luxuries they would be deprived of by socialism?

    37. Re:You know what... by bhirsch · · Score: 1

      I'm going from my recollection of the number of people in this country who make greater than or equal to a couple grand less than me per year. Excuse me if it is closer to 85% than 90%.

      You read those Census Bureau statistics wrong. It does not say 15.6% of Americans do not have health insurance, but that 15.6% of those living in this country do not. I hope that the distinction is meaningful enough as to not require further explanation.

    38. Re:You know what... by bhirsch · · Score: 1

      You do not think that the rich have less under socialism? I suppose this is inline with the other post that says socialism and market economics work together.

    39. Re:You know what... by vertinox · · Score: 1

      Any Western "implementation" of capitalism is terribly flawed, ask your libertarian friends about it. Yet it works, while socialism doesn't. Think about it.

      National Socialism works wonders for an economy. Way better than invisible hand capitalism.

      However, they failed on military front... and maybe that was good thing considering what National Socialism is.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
  2. "Physics" by 2.7182 · · Score: 4, Funny

    This is a little misleading. The hardware is really just fast at computing, not specifically designed for "physics". For example it doesn't have a build in ODE solver.

    1. Re:"Physics" by Quaoar · · Score: 4, Insightful

      I dunno what company would release a game that needs to SOLVE ODE's on the fly...I imagine you'd solve the equations before-hand, and put them in a nice form where all you need to do is multiply/add terms. If a company wants a cloak to behave realistically in their game, I'm sure they just find the proper coefficients in development, and all the game has to do is crunch the numbers on the fly.

      --
      I'll form my OWN solar system! With blackjack! And hookers!
    2. Re:"Physics" by richdun · · Score: 1

      1. Design game that needs to solve ODEs on the fly.
      2. ???
      3. Win Nobel Prize.

      Seriously, let me, uh, see your hardware/code before you go patent it. Just curious, you know.

    3. Re:"Physics" by Mantrid · · Score: 1

      Heh I think the ??? these days can be replaced with "PATENT IT AND WAIT"

    4. Re:"Physics" by richdun · · Score: 1

      Oh right.

      *runs off to patent on-the-fly ODE solving*

    5. Re:"Physics" by tartley · · Score: 1

      I might be speaking out of my ass here, my math is way rusty, but I suspect that with that sort of pre-calculated approach, you're limiting what developers can do in-game - and limiting them to the least interesting set of behaviors at that. Who cares about a cloak that ripples if you can't interact with it? It's just eye candy. However, a cloak that gets caught in doors, pulled taut, torn in two, used as a makeshift sack, to which some of your objects stick because you spilled tar on them. Can all this be done with pre-assigmed cofficients? (an honest question, not rhetorical) You want to limit the developer imagination as little as possible.

  3. Improves framerate by 10x by Anonymous Coward · · Score: 5, Insightful

    This physics system is used for visual physics (i.e., realistic graphical effects), not gameplay physics, which are still done on the CPU.

    Therefore you get a 10x framerate increase over running massively intensive effects on the CPU.

    This is good, because games will look nicer. But if you don't have the GPU grunt, you can simply disable (or cut them down) them in game - it won't affect the gameplay.

  4. SLI? by temojen · · Score: 4, Insightful

    Why does this require SLI? You can do stream processing on most relatively-modern accelerated 3d video cards.

    1. Re:SLI? by Aranth+Brainfire · · Score: 3, Informative

      It doesn't, according to the article.

      --
      "Quoting yourself is stupid." -Me
    2. Re:SLI? by jandrese · · Score: 1

      I think the point is that most SLI systems are bottlenecked on the CPU, whereas most single card systems still bottleneck on the Graphics card. I'm not sure if this is actually true, but that's the impression I got from the article. By offloading some of the physics processing, you can theoretically remove that bottleneck and get slightly better performance (until you bottleneck on something else, perhaps even the CPU again).

      This also means that the bottleneck will more often be the graphics card, which nVidia likes because it means people will have a reason to buy a faster (more expensive) card.

      --

      I read the internet for the articles.
    3. Re:SLI? by NotAnotherReboot · · Score: 1

      I can't get the article to load, but looking at Havok's site with information about it, it doesn't.

      Basically, all you need is a video card that supports shader model 3. I believe this is all 6000 series GeForces (nVidia) and all X1000 series Radeons (ATI).

      It also appears that they are working hard to parallelize their physics engine, so the bit about SLI is just icing on the cake- it can support multiple cards on one machine.

    4. Re:SLI? by I+Like+Pudding · · Score: 1

      I think the point is that most SLI systems are bottlenecked on the CPU

      No they aren't. CPU is a bottleneck at 1024x768, not the high res and visual quality settings that SLI systems run at. And if you are running your monster SLI box at that res, please shove both cards sideways up your gilded rococco asshole since they will be doing you just as much good. Don't forget the extra power connections!

    5. Re:SLI? by jandrese · · Score: 1

      I'm just putting up here what the slides said. There was an undertone of "Yeah, we know SLI systems are too powerful, but look, you could maybe offload the physics to one of the cards and the SLI system of today is the single card system of tomorrow, hear that developers?"

      --

      I read the internet for the articles.
  5. Nice by BWJones · · Score: 4, Interesting

    This will be critically important as programs start to push particle and geometry modeling. I remember back when I had my Quadra 840av in 1993, I popped a couple of Wizard 3dfx Voodoo cards in it when they first started supporting SLI and the performance benefits were noticeable. Of course we were all hoping for the performance to continue to scale, but 3Dfx started getting interested in other markets including defense and then were bought by Nvidia making me wonder if SLI would ever really take off. It's nice to see that the technology is still around and flourishing.

    --
    Visit Jonesblog and say hello.
    1. Re:Nice by Anonymous Coward · · Score: 1, Interesting

      Same idea (two cards sharing the work), but completely different technology this time around.

    2. Re:Nice by jonoid · · Score: 2, Informative

      I don't mean to flame, but how did you put Voodoo cards in a Quadra? They never made NuBus Voodoo cards, only PCI. Perhaps you mean a PowerMac of some sort?

    3. Re:Nice by BWJones · · Score: 1

      You know.... I think you are absolutely correct. I've had so many Macs, but it must have been my first PowerMac 9600....which would have made it around late 1996 or early 1997 or so. Thanks for the clarification, because as I remember in the dim recesses of my mind the 840av was the one that I had three Radius cards in allowing me to play Hornet with three monitors. Wow....it seems so long ago.

      --
      Visit Jonesblog and say hello.
    4. Re:Nice by Anonymous Coward · · Score: 1, Interesting

      this isn't the same sli that 3dfx had. this strieght from the sli faq on slizone.com

      "How does this technology differ from 3dfx's SLI? NVIDIA SLI differs in many ways. First, 3dfx SLI was implemented on a shared bus using PCI. The PCI bus delivered ~100MB/sec. of bus throughput, while PCI Express is a point-to-point interface that can deliver ~60x the total bandwidth of PCI. Second, 3dfx SLI performed interleaving of scan lines, and combined in the analog domain, which could result in image quality issues due to DAC differences and other factors. 3dfx Voodoo technology also only performed triangle setup, leaving the geometry workload for the CPU, hence 3dfx SLI only scaled simple texture fill rate, and then used inter-frame scalability. NVIDIA SLI technology is PCI Express based, uses a completely digital frame combining method that has no impact on image quality, can scale geometry performance, and supports a variety of scalability algorithms to best match the scalability method with application demands."

    5. Re:Nice by kimvette · · Score: 1

      Not only that, but how did he manage to accomplish this in 1993?

      --
      The Christian Right is Neither (Christian nor right). See: Matthew 23, Matthew 25, Ezekiel 16:48-50
    6. Re:Nice by Thing+1 · · Score: 2, Funny
      late 1996 or early 1997 [...] Wow....it seems so long ago.

      It's because we're getting closer to Advanced Technology #1.

      Like in Civilization, the way olden times rush by quickly, but once you start getting closer and closer to modern times, it starts taking longer and longer and then it's 5:30 in the morning and you can only sleep a half hour before school?

      Yeah, that's what technology's doing to all of us. ;-)

      --
      I feel fantastic, and I'm still alive.
  6. co-processor by ZachPruckowski · · Score: 4, Interesting

    How does this work in relation to AMD's consideration of a physics coprocessor or another specialized processor? It seems like that solution is superior.

    1. Re:co-processor by ryants · · Score: 1
      This has a one-up on things like PhysX, in my opinion, since everyone needs a video card, but you don't really need a "physics" card.

      Maybe that will change, but if the GPU can do the work, why invest in a separate piece of hardware?

      --

      Ryan T. Sammartino
      "Ancora imparo"

    2. Re:co-processor by LiquidCoooled · · Score: 1

      Since an extra coprocessor would require a new motherboard and whatever else, surely (at least in the short term) making use of the hardware thats already available would be beneficial.

      Also, unlike a math coprocessor, people who will have a need for a physics engine are more likely to be those who also have fast graphics cards.

      Whilst the concepts are sound, making an entire subset of motherboards to support a fraction of the population seems foolhardy at best.

      --
      liqbase :: faster than paper
    3. Re:co-processor by ZachPruckowski · · Score: 1

      Does it need a separate motherboard? Couldn't it be handled via PCI-Express or AGP like GPUs? That seems more practical because it divides the weight three-ways.

    4. Re:co-processor by LiquidCoooled · · Score: 1

      It does at the moment.
      Most people still have AGP, and whilst the GPU can handle the phy sims, theres no other available port fast enough to cope.

      Besides, I believe the entire article is talking about using existing cards, ie software update.
      If this can be implimented from the driver, then count me in :) I don't play enough games to warrant the expendature.

      --
      liqbase :: faster than paper
    5. Re:co-processor by mrchaotica · · Score: 1

      A GPU on a PCI-E (read: full speed in both directions) bus is "another specialized coprocessor!"

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    6. Re:co-processor by m50d · · Score: 1

      How is that superior? It makes about as much sense as a separate math coprocessor.

      --
      I am trolling
    7. Re:co-processor by chrish · · Score: 1

      Why not include a PhysX processor on the graphics card?

      --
      - chrish
  7. General purpose GPUs by Mr.+Vandemar · · Score: 5, Interesting

    I've been waiting for this for a while. It's the obvious next step in GPU design. I have a feeling GPUs are going to become more and more general, and eventually accelerate the majority of inherently parallel processes, while the CPU executes everything else. We don't even have to change the acronym. Just call it a "Generic Processing Unit"...

    1. Re:General purpose GPUs by supra · · Score: 2, Interesting

      And if you continue down this line of thinking, you realize that the GPU and CPU are asymptotically approaching each other.
      Hence the Cell processor.

      --
      On a computer or under a hood.
    2. Re:General purpose GPUs by Mr.+Vandemar · · Score: 1

      Well, the Cell processor still isn't nearly as parallel as, for example, a graphics processor. It's still essentially a group of sequential processors. Yes, CPUs are becoming more and more parallel, but they are still geared towards executing linear code with frequent branches, and I don't think this is going to change in the forseeable future. I think that there's a lot of promise in putting what is essentially a very fast FPGA on a card and reconfiguring it on the fly for the task at hand. Then graphics processors and the like will be distributed as files. Imagine downloading the latest Nvidia card of off bittorrent for free. Weird thought. :)

    3. Re:General purpose GPUs by Anonymous Coward · · Score: 0
      It's very, very unlikely that that's ever going to happen. FPGA's just aren't fast enough or big enough for that. It takes a multi-million-dollar, mainframe-sized FPGA system with vented cooling to handle the 300-million-something transistors on modern GPU's. And your performance is about 1/100th of that with real silicon, if you're lucky.

      For cutting-edge technology, an FPGA is never going to offer anything near reasonable performance.

    4. Re:General purpose GPUs by Mr.+Vandemar · · Score: 1

      I understand that. I more meant something FPGA-like in the sense of reconfigurable logic, not an actual FPGA.

    5. Re:General purpose GPUs by JakusMinimus · · Score: 1

      Imagine downloading the latest Nvidia card of off bittorrent for free. Weird thought. :)

      Or imagine downloading the latest nVidia card off of bittorrent not for free. Weirder thought.

      --

      You can be an atheist and still not want to succumb to some weird cross-over sheep disease -- AC
    6. Re:General purpose GPUs by smallfries · · Score: 1

      I think that the GP has a fair point. It's not that the GPU and the CPU are comming together, it is more like there are two separate roles. In one role you want a vector that can run *lots* of numerical code with simple control flow. Graphics, physics and a bunch of other stuff can be executed on this processor. But for the CPU you want something that can handle complex control flow. As complex control flow is tricky (pipeline stalls, branch prediction, hiding memory latency...) the easiest way to do it is through multi-threading. So you have one chip that does all of the parallel processes in lockstep taking advantage of the simple control flow to predict ahead. And there is a different chip that does all of the processes at separate rates using multitasking to hide the latency, rather than prediction.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
  8. Press release. by Goalie_Ca · · Score: 2, Interesting

    Of course its nothing more than a press release but there are numerous questions it raises:

    1) What limitations are there on calculations. A GPU is not as general as a cpu and it would probably suck when dealing with branches especially when they aren't independant.

    2) How much faster could this actually be. Is it simply a matter of looking to the future? (ie: we can already run with Aniso and AA and high resolutions so 5 years from now they'll be "overpowered"). IMO the next logical step is full fledged HDR and then more polygons.

    3) What is exactly expected of these. General physics shouldn't be, but i can understand if they do small effects here or there.

    --

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    Go canucks, habs, and sens!
  9. Before people get too excited... by Hortensia+Patel · · Score: 2, Insightful

    I don't think this is a general physics processor. It seems to be aimed at "eyecandy" physics calculations - mostly particle systems - whose results don't need to feed back into application logic. Which makes sense, given than GPU->CPU readbacks are a notorious perfomance killer.

    Potentially shiny, but not really revolutionary or new. People have been doing particle system updates with shaders for a while now.

    1. Re:Before people get too excited... by LLuthor · · Score: 5, Informative

      given than GPU->CPU readbacks are a notorious perfomance killer.

      That has not been true for a long long time. Since PCIe became a standard, bidirectional communication between CPUs and GPUs has been as easy as unidirectional communication.

      --
      LL
    2. Re:Before people get too excited... by TheRaven64 · · Score: 0
      Since PCIe became a standard

      This comment bought to you from The Mysterious Future(TM).

      --
      I am TheRaven on Soylent News
    3. Re:Before people get too excited... by firl · · Score: 0

      Yes, but the main difference is the updates and the transformations if written for the nvidia only cards can render over a million particles without breaking a sweat, where as when required the logic of the program it starts to become draining on the cpu for over 500,000 particles. How do I know these numbers? I have written a particle systems manager in c# for opengl, the ability of the nVidia to push out a million + particles and maintain a high framerate is very nice for much more realistic effects like, hair, water, snow. its not "new" its just a further development

    4. Re:Before people get too excited... by djohnsto · · Score: 1
      That has not been true for a long long time. Since PCIe became a standard, bidirectional communication between CPUs and GPUs has been as easy as unidirectional communication.

      Even if communication from the GPU to the CPU was instantaneous, this would still be a performance bottleneck. GPU's are typically 1-2 frames behind the CPU. If you wanted CPU readback of GPU results, the CPU has to stall until the GPU finishes it's task. It's not the bandwidth (which was limited on AGP) that is the bottleneck, it's the latency.

      --
      Dan
    5. Re:Before people get too excited... by LLuthor · · Score: 1

      PCI Express became an approved standard on the 17th of April, 2002.

      Welcome to the future :)

      --
      LL
    6. Re:Before people get too excited... by Anonymous Coward · · Score: 0

      The physics calculation on the GPU doesn't have to correlate at all to the graphics display. That's especially obvious in the case of SLI: you could have one graphics card do nothing but physics, read the results back and process them further on the CPU, and then pass it to the other CPU for display. If you arrange your timeslices problerly, you can do the same with just one GPU,

    7. Re:Before people get too excited... by non0score · · Score: 2, Informative

      Uh...that's what one would think. But in reality, the readback performance is only between 450MB/s (OGL) and 900MB/s (DX), nowhere near the limit of the PCIE bus (you can check the GPGPU forums for these numbers). This is actually only about 2X faster than in the AGP 8X days.

      IIRC, as it stands, uploading to the graphics card is about 4X as fast as downloading from the graphics card. So yes, GPU->CPU is still a performance killer, contrary to what you think or believe. (for your reference, here's a quick link to one of the posts, which is agreed upon from some of the site admins: http://www.gpgpu.org/forums/viewtopic.php?t=2092&h ighlight=read+bandwidth)

    8. Re:Before people get too excited... by Anonymous Coward · · Score: 1, Interesting

      Nope. Nvidia cripple their Consumer level cards to 800mb/s readback rate. You need to upgrade to a Quadro level card to get full duplex PCIe speeds.

    9. Re:Before people get too excited... by GrievousMistake · · Score: 1

      Huh. Any reason OGL performance is half of DX?

      --
      In a fair world, refrigerators would make electricity.
    10. Re:Before people get too excited... by DigiShaman · · Score: 1

      Since PCIe became a standard, bidirectional communication between CPUs and GPUs has been as easy as unidirectional communication.

      Of new PCs. Yes. But there is still a huge market for existing user who still have AGP. I would switch myself, but that would mean swapping out my CPU along with a new motherboard. I wouldn't exactly call my 2.8 GHz CPU (socket 478) slow...yet. But unlike the days were PCI was fading out as AGP was fading in as the majority, AGP today was dropped like a bad habit the instant PCIe hit the scene. It was though both nVidia and ATi did this in unison for force the upgrade path. I swear it; I really think there was a conference call between these two companies to discuss this tactic. They would be stupid NOT to have done so.

      Thanks a lot guys, you just fucked over a perfectly good AGP market...one that still exists today even.

      --
      Life is not for the lazy.
    11. Re:Before people get too excited... by LLuthor · · Score: 1

      Bad drivers.

      That is also the reason DirectX is so much slower than what the bus is capable of.

      --
      LL
    12. Re:Before people get too excited... by Anonymous Coward · · Score: 0

      Well, think of this rather as benevolent dictatorship.

      If people would be lagging behind demanding AGP, you would not have such caveats as high bandwidth raid cards or multi-gigabit network cards.

      Notice that motherboards come with 4x-8x pciE but there aren't many devices out there to fill up that bandwidth, so my guess is that devices to take advantage of thost hardware capabilities are in the manufacturing/design pipelines.

  10. "Technology" by Anonymous Coward · · Score: 3, Interesting

    The "technology" is specifically designed for physics. The hardware is not, but the driver, API, and havok engine enhancements are. This is therefore "physics technology".

    Besides, I rather think this is what nVidia had in mind when they first started making SLI boards. It was always obvious that the rendering benefit from SLI wasn't going to be cost-effective. Turning their boards into general purpose game accelerators has probably been in their thoughts for a while.

  11. All the answers to your questions... by temojen · · Score: 5, Informative

    www.gpgpu.org

  12. not limited to NVIDIA chips by Anonymous Coward · · Score: 3, Informative

    This neither requires SLI nor is it limited to NVIDIA chips. NVIDIA is just launching it publicly. ATI will be showing it off behind closed doors this week.

    1. Re:not limited to NVIDIA chips by Jerry+Coffin · · Score: 1
      ATI will be showing it off behind closed doors this week.

      ...but considering how ATI's been lately, showing it off this week means they might be able to deliver a working product this year -- but just as likely not.

      I really don't mean to be nasty, but it seems like an awful lot of what ATI has announced recently has taken an _awfully_ long time to really become available.

      The usual explanation for this is that the effort that goes into designing the chip for the XBox distracts the company involved (previously nVidia, now ATI) to the point that they get behind in the rest of the market. This doesn't really seem to me like it adds up though. First of all, the design work for ATI was clearly done a while before the XBox came out. Second, neither nVidia's design for the original XBox nor ATI's for the 360 is really so revolutionary (despite Microsoft's marketing) that they seem like they should be all that much of a distraction anyway.

      --
      The universe is a figment of its own imagination.
    2. Re:not limited to NVIDIA chips by bahwi · · Score: 1

      Good, because I have my heart set on a Crossfire system, not an SLI system(personal preference).

    3. Re:not limited to NVIDIA chips by Anonymous Coward · · Score: 0

      Actually, the delay is caused by ATI's president trying to figure out a way to make money off it via insider trading.

    4. Re:not limited to NVIDIA chips by escay · · Score: 1
      ATI will be showing it off behind closed doors this week.

      er...behind closed doors - 'showing it off' to whom, exactly?

    5. Re:not limited to NVIDIA chips by Plebis · · Score: 0

      Yeah, but ATI doesn't support linux and thusly sucks much ass.

      --
      "Dude, pounds are so metric, fuck that." - Noah
  13. 10x faster? by Anonymous Coward · · Score: 5, Funny

    10x faster? They might as well just say it's infinity times faster so that we know they are bullshitting from the second we read it...

    1. Re:10x faster? by LLuthor · · Score: 3, Interesting

      10 times faster is not all that unreasonable.

      I used brook to compute some SVM calculations, and my 7800GT was about 40x faster than my Athlon64 3000+ (even after I hand-optimized some loops using SSE instructions). So its perfectly understandable for physics to be 10x faster on the GPU.

      --
      LL
    2. Re:10x faster? by richdun · · Score: 2, Insightful

      The GPU may be 10x faster at physics calculations, but the summary says framerate improvments of 10x - so how realistic is something like 600 fps? Ridiculous, even if you had a monitor/graphics system capable of 600 refreshes per second.

    3. Re:10x faster? by lbrandy · · Score: 1

      10x faster? They might as well just say it's infinity times faster so that we know they are bullshitting from the second we read it...

      Everything I've ever read (and it's been alot) on people moving proper algorithms from CPUs to GPUs routinely get 10x speedups. If you don't believe it... try to play an FPS game with software emulation and no graphics hardware... I can promise you the speedup from the hardware is well above 10x.

    4. Re:10x faster? by 9Nails · · Score: 1

      That doesn't say that the entire rendering will be done 10X faster correct? Just specific parts of the rendering can be accellerated. Something like a keyboard that has a 'T' key with a repeat rate 10x faster than other keyboards. Not every thing you type will take advantage of that faster key, but when you use it, look outtttttttt!

    5. Re:10x faster? by lbrandy · · Score: 1

      The GPU may be 10x faster at physics calculations, but the summary says framerate improvments of 10x - so how realistic is something like 600 fps? Ridiculous, even if you had a monitor/graphics system capable of 600 refreshes per second.

      Emphasis mine. You already know what I'm going to say, based on my emphasis, right?

      Regardless, the summary doesn't even say that. It says according to the benchmark, it got a 10x framerate improvement. The benchmark happened to be a very intensive physics simulation. You don't extrapolate that out to mean it gets a 10x improvement in all cases...

    6. Re:10x faster? by niskel · · Score: 2, Informative

      The article compared fancy physics effects on the CPU at ~6fps and fancy physics effects on the GPU at ~60fps. This is completely understandable. It does nothing for current games and you most definitely will not see framerates of 600.

    7. Re:10x faster? by NegativeFX · · Score: 0

      If they said that, ATI would release a card that was infinity plus one times faster.

    8. Re:10x faster? by richdun · · Score: 1

      You already know what I'm going to say, based on my emphasis, right?

      Hehe, no whatever could you mean?

      I just love what makes it through as summaries on here. I think grandparent of my original post was right - you have to immediately call BS on something that has "benchmark" and "10x" in it. Very few posters got what you pointed out, that it was a physics-itensive benchmark, and that its results can't be reasonably extrapolated to all cases. We almost need a Slashdot for Dummies that is just links and no summaries so we can avoid all this...but then what we do in our free/work time?

    9. Re:10x Faster? by wed128 · · Score: 1

      Even if your graphics card could put out 700 FPS, your monitor will never refresh that fast.

  14. I don't understand? by TheSkepticalOptimist · · Score: 1, Insightful

    By offloading physics from the CPU to the graphics card, this improves frame rates?

    Why would I waste precious GPU processing to process Physics? I mean, all the CPU does these days is handle AI, physics, and texture loading. If you offload physics to the GPU, then the CPU is doing less and your swamping the GPU with more work.

    If it does increase frame rates, then I would suggest why not improve graphics rendering rather then physics processing. I find that for all the advances nVidia and ATI have made over the years, 3D gaming visual quality is still inferior to cinematic quality 3D rendering. I mean, playing F.E.A.R, a relatively new game on the market, with ALL the settings to maximum, while I get 12 FPS the image quality just isn't that great on a current generation card.

    I would prefer if nVidia and ATI actually focused on bringing cinematic quality 3D rendering to gaming, instead of just claiming they do. I want smooth high-poly models with realistic lighting and 60fps. I could care less about a game running at 120fps that looks bad. All 3D games suffer from a kind of mundane pseudo style of 3D modeling that leaves relatively well designed models playing in big rectangles with high-res texture cheats. Give me more lushes organic environments. Bring nurbs into the mix by creating actual curved surfaces into real time 3D rendering instead of just lots of triangles mimicking a curved surface.

    So, while nVidia may have its heart in the right place, the last thing people need is their GPU being taxed with physics processing. Isn't there supposed to be a physics add-on card entering the market soon anyways? Won't multi-core CPU's offer better physics performance then a single GPU? Instead of trying to compete against add-in cards and multi-core CPU's, nVidia should just focus on improving 3D rendering quality and actually start delivering on their promises of offering cinematic 3D rendering to each new generation of video card they hype about.

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.
    1. Re:I don't understand? by BWJones · · Score: 1

      Why would I waste precious GPU processing to process Physics? ......I would prefer if nVidia and ATI actually focused on bringing cinematic quality 3D rendering to gaming, instead of just claiming they do.

      Because there is more to computer graphics than simply playing games. Lots of people use computers to model graphics for everything from building airplanes to modeling combustion and nuclear weapons research. GPU's actually are fairly sophisticated computing platforms and can assist tremendously in helping to offload some of the computational load required by intensive modeling.

      --
      Visit Jonesblog and say hello.
    2. Re:I don't understand? by robbyjo · · Score: 3, Informative

      Well, I for one, want to have a smarter AI in all games. Unloading the "mundane" physics engine to the graphic card will hopefully spare more CPU cycles for the AI. After all, it's not graphics that matter in games. It's the gameplay.

      --

      --
      Error 500: Internal sig error
    3. Re:I don't understand? by lbrandy · · Score: 5, Insightful

      By offloading physics from the CPU to the graphics card, this improves frame rates?

      Yes. Why does that surprise you? When you do incredibly complicated physics simulation, things can be very parallel and consequently GPUs outperform CPUs.

      Why would I waste precious GPU processing to process Physics? I mean, all the CPU does these days is handle AI, physics, and texture loading. If you offload physics to the GPU, then the CPU is doing less and your swamping the GPU with more work.

      You seem to be under the impression that your GPU cycles are more important than your cpu cycles. This is done with SLI for a reason..

      If it does increase frame rates, then I would suggest why not improve graphics rendering rather then physics processing.

      Because the quality of the render is controlled in software? Because hardware is currently limited by, ya know, physics and technology?

      I find that for all the advances nVidia and ATI have made over the years, 3D gaming visual quality is still inferior to cinematic quality 3D rendering.

      And in other news, offline processing is still more powerful than online processing. There's a shocker.

      I would prefer if nVidia and ATI actually focused on bringing cinematic quality 3D rendering to gaming, instead of just claiming they do.

      First of all, 99.9% of what nVidia and ATI do is exactly that. They are also starting to realize that the GPU paradigm, with minor modification, can be turned into a very powerful co-processor... and they are the experts at creating those types of chips. The market for them is growing... and they don't want to miss the boat.

      I want smooth high-poly models with realistic lighting and 60fps.

      And I want peace in the middle east. Give it 10 years, one of us may get our wish.

    4. Re:I don't understand? by Anonymous Coward · · Score: 0

      "I could care less about a game running at 120fps that looks bad."

      So you *do* want games running at 120fps that look bad?

    5. Re:I don't understand? by AgNO3 · · Score: 1

      Well in a movie you use Global illumination which would KILL any graphics card. I have seen render times for single 2k frames take a few hours of cpu time. (cpu time = total time on all the cpus added together to get cpu hous kind of like man hours) 2k = 2048x1556 So not much bigger then 1080p HDTV. ON top of all that there is usually several hours of post production work done on ALL 3d renders by the compositors.

      Here is a simple tutorial on how a simple multipass render is actually complete for broadcast or feature work. I think it will explain why you are never going to get this out of a grapics card.

      http://fxshare.com/shake/tutorials/general/130.htm l

      --
      OMG Ponies!!! with Glitter!!!! I miss Pink :-(
    6. Re:I don't understand? by Hektor_Troy · · Score: 3, Insightful
      I want smooth high-poly models with realistic lighting and 60fps.

      And I want peace in the middle east. Give it 10 years, one of us may get our wish.
      Well, compared to 10 years ago, we probably HAVE cinematic quality rendering in games, and we definately have smooth high-poly models with realistic lighting and 60 fps. Trouble is that apart from 60 fps, every thing else in that statement is a very moving target.
      --
      We do not live in the 21st century. We live in the 20 second century.
    7. Re:I don't understand? by Brent_Litzer · · Score: 1

      New cards are coming out that allow gamers to put 2 or 4 cards into the system. If you have a multicard GPU system, you want as much horsepower on those cards rather than on the CPU.

      --
      - Just because you can't, doesn't mean you shouldn't
    8. Re:I don't understand? by merreborn · · Score: 2, Informative
      I find that for all the advances nVidia and ATI have made over the years, 3D gaming visual quality is still inferior to cinematic quality 3D rendering... I would prefer if nVidia and ATI actually focused on bringing cinematic quality 3D rendering to gaming, instead of just claiming they do

      Clearly, you misunderstand how cinematic 3D is rendered

      Desktop GPUs will always be inferior to cinematic 3D, simply because cinematic 3D is rendered at a rate of several frames per day by a multi-million dollar farm of computers, while desktop GPUs must deliver dozens of frames per second all by itself.

      A peek at what it took to render The Incredibles:
      • 1024 Intel Xeon processors
      • 2TBs (two terabytes) of memory
      • 60TBs (terabytes) of disk space

      And again -- even this much hardware generated images measured in frames per day -- nowhere near the ~24 frames per second you'd want for real-time imaging. In fact, according to pixar.com it takes 6 - 90 hours to render one frame.

    9. Re:I don't understand? by afidel · · Score: 1

      High Poly models require more of everything: disk space, RAM, video RAM, video bandwidth, and video processing speed. High quality lighting requires ray tracing which just isn't possible in realtime with current generation equipment. So, the video card manufacturers will do what they can to enhance your experience within the framework of what is currently possible.

      --
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    10. Re:I don't understand? by Anonymous Coward · · Score: 0

      Yea I think the cinematic thing is more likely than the peace in the middle east :-)

    11. Re:I don't understand? by Anonymous Coward · · Score: 0

      Just put the AI on the other core on new chips that no games seem to take advantage of.

    12. Re:I don't understand? by Anonymous Coward · · Score: 0

      He's not saying he does, and he's not saying he doesn't. It would be possible for him to care less about something, which really isn't saying much.

    13. Re:I don't understand? by slughead · · Score: 1

      Well, I for one, want to have a smarter AI in all games.

      Processor isn't the only limitation for smarter AI. Let's not forget with Firaxis fired all the AI guys to do Civ III because they were taking too long.

      Instead, any level above "Regent" (IIRC) simply cheats in various ways--makes more moeny from nothing, makes a percentage more money in every cash-related trade, etc.

    14. Re:I don't understand? by SleepyHappyDoc · · Score: 2, Funny

      Well, at 4 frames per day, I could probably keep up with my buddies on an online shooter.....I might actually win a few rounds, with 6 hours between frames to think about what to do next.

      --
      Stasis is death. Embrace change.
  15. Competition by Anonymous Coward · · Score: 2, Informative

    Don't forget that http://www.ageia.com/ is already doing this, and set to ship their cards sometime this year hopefully. Of course the significant difference between the two is that you would only have to buy one card for the SLI solution.

    1. Re:Competition by LLuthor · · Score: 2, Insightful

      Many many people already have a capable GPU and would only need a driver/software update.

      The physX card is considerably more cumbersome to use for the average gamer, and is consequently less likely to be supported by game developers. Not to mention the fact that the cards are likely to be quite expensive.

      --
      LL
    2. Re:Competition by jacksonj04 · · Score: 1

      We can go one of two ways:

      1. Absolutely everything is dealt with by general purpose chips which can handle anything you throw at them, or:
      2. Everything can be dealt with by its own dedicated unit. Physics, graphics, AI, audio, everything.

      Either way, it works best if you can properly thread your engines so that things can be properly parallel processed. Fix that first, then we can start worrying about if our games need PPUs, GPUs, CPUs or any other PU we can come up with.

      Personally I'm in favour of seperate units so you can upgrade one at a time, but I realise this is cost impractical for a large majority of the population (Including me). So, decent parallel processing it is?

      As long as it runs Duke Nukem Forever, I won't care.

      --
      How many people can read hex if only you and dead people can read hex?
    3. Re:Competition by Hoi+Polloi · · Score: 1

      You'd still have to buy two cards for the SLI solution because SLI is two (or more, ugh) cards by definition. I agree a graphics card solution would be an easier sell. Maybe ageia could license their chip to ATI/NVidia and integrate onto one board so that it was only a driver update for the user.

      "The physX card is considerably more cumbersome to use for the average gamer..."
      It would just be another driver for gamer. The onus would be on the developers to support it.

      "Not to mention the fact that the cards are likely to be quite expensive."
      High-end graphics cards are already obcenely expensive. I doubt the physx card would push close to those prices.

      Ageia said that a later version of the physics chip would include soft materials physics like cloth, etc. They'd also include thermodynamic and electromagnetic physics. I'd like to see it even do sound dynamically using materials and vibration physics.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    4. Re:Competition by uzor · · Score: 1

      Agreed. I have seen mentioned that the launch price of the Ageia card would be around $250 - $299. Counter that with the upwards of $699 that some GPU's are going for and the Ageia solution starts looking a lot more enticing. Especially since Ageia has said flatly that they haven't even approached the ceiling of their hardware yet. After they release, they will spend their time working on inproving the drivers and incorporating more and more effects into the h/w engine. Ageia has said that their product should support at least as many "boulders" as nVidia is touting, but at half the cost.

      Sign me up for Ageia, please.

  16. PCI Express by CastrTroy · · Score: 2, Insightful

    Why not have a complete physics card? It would be a nice use for that PCI express bus which only has video cards as an option right now. That way you could just buy the physics card, without having to upgrade the video card. Although this is all kind of weird. Start offloading everything off to specialized cards, you pretty much have a multiple CPU machine, where each CPU is specially tuned to do a specific type of processing. Might be the leap necessary to maintain Moore's law.

    --

    Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    1. Re:PCI Express by jandrese · · Score: 1

      You're not the first one to think of that. Of course this is the old cycle of reincarnation rearing its ugly head again. Sadly, I don't think the PhysX card will be that great of a success unless a LOT of game developers get on board. It's just rather expensive for what it offers and adds yet another layer of complexity to a system that can already be hard to get running correctly.

      --

      I read the internet for the articles.
    2. Re:PCI Express by Just+Some+Guy · · Score: 1
      Start offloading everything off to specialized cards, you pretty much have a multiple CPU machine, where each CPU is specially tuned to do a specific type of processing.

      Excellent idea, but it really needs a catchy name to take off, something, well, friendly... How about "Amiga"?

      --
      Dewey, what part of this looks like authorities should be involved?
    3. Re:PCI Express by soldack · · Score: 2, Informative

      Lots of other things use PCI-Express including:
      Single and Dual Port 4X SDR and DDR InfiniBand over PCI-Express x8
      Dual port 2Gb and 4Gb FibreChannel over PCI-Express x4
      Ethernet (multiport 1 gigabit and 10 gigabit), over PCI-Express x4
      Multi port FireWire 800 over PCI-Express x1
      DualChannel UltraSCSI320 over PCI-Express x1

      There are more probably... PCI-Express grew out of InfiniBand. They cut out the networking to make it cheaper for just inside a single system. Ironically, they put a lot of the networking back in for Advanced Switching Interconnect.

      --
      -- soldack
    4. Re:PCI Express by Ford+Prefect · · Score: 1

      Excellent idea, but it really needs a catchy name to take off, something, well, friendly... How about "Amiga"?

      Well, the Amiga kind of took off at first, but then stalled, nose-dived and then smashed headlong into a concrete car-park, belching huge clouds of black smoke from its wrecked carcass.

      Except, nobody really noticed, apart from a couple of people who are still fighting tooth-and-nail over the shredded remnants of cadavers thrown from the wreckage, insistent that any second now, the Amiga will be reborn and the followers of modern hardware shall cower in terror... ;-)

      Having specialised hardware is great, except when you suddenly realise the hardware design is cack, and not really suited to ongoing expansion. If the Amiga had any future, it would only have been through abandoning the implementations behind most of its original 'innovations'.

      (Oh, and in case you're wondering whose side I'm on: Atari ST forever!!!1 ;-) )

      --
      Tedious Bloggy Stuff - hooray?
    5. Re:PCI Express by SilicaiMan · · Score: 1

      Why not have a complete physics card?

      Because, to me at least, a physics card is very limited. Assuming similar (or very close) performance, I'd rather buy two GPUs instead of a GPU and a PPU, since I will be able to make more use of the SLI setup. This is the reason I believe Ageia will flunk. Their hardware might be sexy, but without supporting killer apps (read games) that same hardware will be useless. The main reason GPU-making is such a big market is that games make extensive use of them, thus creating the killer app. Other task-specific PUs will not necessarily fly.

      I believe this to be a very smart move from Nvidia. We'll just have to wait and see.

    6. Re:PCI Express by soupforare · · Score: 1

      Apple noticed. Kinda.
      It's not a bad idea, really. The problem is recouping your engineering costs and convincing people to use your fancy hardware.

      --
      --- Do you believe in the day?
    7. Re:PCI Express by aka1nas · · Score: 1

      I guess the only downside to that method is that SLI-worthy cards are up around the $300 and up mark. If the performance of GPU-accelerated physics via SLI is roughly the same as a dedicated physics card, then I might agree with you. If Ageia's solution proves to be a few times faster than a $600 SLI setup, than that would be a better alternative as the physics card will probably debut at closer to $200 MSRP.

    8. Re:PCI Express by SilicaiMan · · Score: 1

      If Ageia's solution proves to be a few times faster than a $600 SLI setup, than that would be a better alternative as the physics card will probably debut at closer to $200 MSRP.

      Actually those numbers are a bit misleading. You need at least one GPU that will be common to both setups. So this takes away ~$300 from your SLI setup cost, which means that both solutions will be very comparable in terms of price. I would even imagine that Nvidia will be the more competitive one since they already have a foothold in the market and a strong brand name, so they can absorb a little hit to gain more market share.

      But, in essence, you're point is the same as mine. It will ultimately boil down to performance, and game support.

    9. Re:PCI Express by DigiShaman · · Score: 1

      With a dual core CPU, you basically get that specialized card...for free. Right now, games are only coded (and optimized) for single core CPUs. As dual and quad core CPUs become the norm, that leaves full CPU resources available to specialized tasks. The upgrade path is far easier too. Just swap the CPU for a faster one. No drivers needed. Just code to the CPU (x86 instructions), and let it pick core freely available with the most resources.

      While we are talking about specialized hardware, you might already have some in your PC. Right now, my Network adapter (Broadcom chipset) does TCP/IP transmit/receive checksum process which is offloaded from the CPU. The SB Audigy 2 card add a cool 10 to 15 frames per second more compared to standard on-board audio (such a Realtek chipset) due to it's offloading abilities. Last but not least, is the video card. There other examples such as hardware vs. software modems, and SATA RAID controllers too.

      --
      Life is not for the lazy.
    10. Re:PCI Express by Hangeron · · Score: 1

      I'd be much happier buying an additional gpu for physics instead of a dedicated physics card. SLI benefits more applications, not just games with physics.

  17. 10x? by Inquisitus · · Score: 1
    ...it improves the frame rate by more than 10x.
    Hmmm, so if I'm getting 10FPS in some game, then it'll boost it to around 100FPS? That can't be right...
    1. Re:10x? by Thrymm · · Score: 1

      Maybe they meant 10%..... 10x is a huge increase factor.

    2. Re:10x? by lbrandy · · Score: 1

      ...it improves the frame rate by more than 10x.

      Hmmm, so if I'm getting 10FPS in some game, then it'll boost it to around 100FPS? That can't be right...


      Why did you remove the According to the benchmark... part before quoting? You can't honestly believe that a benchmark specifically tailored to test a particular functionality actually can represent all cases and all the time, can you? When Intel tells you the SSE instruction set can increase speed by up to 4x, you don't actually thinkg "Hmm... my word processor is gonna be 4x as fast!". This is no different. At one particular contrived benchmark meant to simulate physics, a GPU outperforms a CPU by a factor of 10.

    3. Re:10x? by Anonymous Coward · · Score: 0

      Well, I would take this with a grain of salt, but look at Nvidia's performance measurement slide:
      http://www.rojakpot.com/showarticle.aspx?artno=303 &pgno=2

      The slide claims that on the same test system (identical CPU and GPU), their "15,000 boulder" benchmark ran at 6.2 fps using CPU physics and 64.5 fps using GPU physics.

  18. Just more load balancing by Jerry+Coffin · · Score: 4, Insightful
    A few years ago, they were being slammed for doing load balancing where they offloaded graphics processing onto the CPU when/if the CPU was less busy than the GPU. Now the GPUs are enough faster that they can frequently expect to be "ahead" of the CPU -- so now they're starting to work on doing the opposite, offloading work from the CPU to the GPU instead.

    Of course, the basic isn't exactly brand new -- some of us have been writing shaders to handle heavy duty math for a while. The difference is that up until now, most real support for this has been more or less experimental (e.g. the Brook system for doing numeric processing on GPUs. Brook is also sufficiently different from an average programming language that it's probably fairly difficult to put to use in quite a few situations.

    Having a physics-oriented framework will probably make this capability quite a bit easier to apply in quite a few more situations, which is clearly a good thing (especially for nVidia and perhaps ATI, of course).

    The part I find interesting is that Intel has taken a big part of the low-end graphics market. Now nVidia is working at taking more of the computing high-end market. I can see it now: a game that does all the computing on a couple of big nVidia chips, and then displays the results via Intel integrated graphics...

    --
    The universe is a figment of its own imagination.
    1. Re:Just more load balancing by Anonymous Coward · · Score: 1, Informative

      And it's the proper way of doing things.

      Back in the day when Pc's were properly designed the modem, Hard drive controller, video , sound, and other cards all offloaded their work ON the card freeing up that work from the CPU.

      Then manufacturers wanted to save money by making "soft" hardware. Winmodems, soundcards, cheap IDE controllers and other cheaper cards came on the market that used CPU cycles and even system RAM for thier functions forcing a fast machine to crawl doing the work that the prephrials should have been doing in the first place.

      Most consumer crap is utter crap because of the driver doing most of the work in the host OS/PC. making your shiny new dual core 5ghz machine as slow as a older box with real hardware on it.

    2. Re:Just more load balancing by Scowler · · Score: 1
      Related to this (but still in the early research phase) is the idea of reconfigurable computing. Perhaps in a few years we'll have a CPU, a GPU, and a "reconfigurable processing unit". The reconfigurable solution might just be an FPGA or something which can take any algorithm which is bogging down one of the main processors and does massive instruction parallelization through some hardware implementation. (converting C to hardware logic)

      Like I said, still in the research phase, but interesting to think about.

    3. Re:Just more load balancing by pipingguy · · Score: 1


      Now nVidia is working at taking more of the computing high-end market.

      What I really want to know is the perceptible difference between a $600 "consumer" ATI videocard and a $1200 "pro 3D" ATI videocard. The price differential with nVidia's pro vs. consumer cards is even more dramatic, it seems.

      Having used some fairly sophisticated engineering visualization software for industrial plant design (real-time walk-thrus for design checking and presentations, as an example), a fairly inexpensive card works quite well. What is gained with the $1000+ cards, real-time shadows and textures?

    4. Re:Just more load balancing by Jerry+Coffin · · Score: 1
      Related to this (but still in the early research phase) is the idea of reconfigurable computing.
      [...]
      still in the research phase, but interesting to think about.

      It's interesting for more than just thought -- it's interesting to play with right now. Unfortunately, most of the tools for FPGA development are oriented primarily toward use by engineers far more than programmers. The hardware could use a bit of extra help too, at least IMO -- one thing I've suggested to Xilinx is some sort of thermal monitoring capability built into the chip. This probably doesn't make a lot of sense on the small, low-end FPGAs (E.g. Spartans) or CPLDs, but it'd add only a trivial percentage to the cost of a high-end Virtex part.

      As I noted above, however, the tools are the big problem. Reconfigurable Computing nearly requires dynamic partial reconfiguration of the device (i.e. reprogramming some parts of the circuitry while leaving other parts intact). Xilinx is about the only vendor that even claims to support that, but while the hardware to do it is there, the software support in their toolkit is _quite_ lacking (in fact, there's thread on comp.arch.fpga that's been talking about this (warning -- it gets just a bit heated at times...). Right now, they're adding support via their PlanAhead tool, which is a rather expensive add-on to ISE (their usual toolkit). Worse, it's something you can't plan on distributing for use by even a fairly technically adept end-user.

      It's fun to play with, but not really ready for prime time yet -- and neither Altera nor Xilinx (who make the vast majority of FPGAs sold) _seems_ to be particularly interested in supporting either. It'll be interesting to see what happens -- but I'm not going to hold my breath for much to happen either. Reconfigurable computing has been a "next big thing" for 10 years or so now, and I'm not entirely sure how soon that's going to change.

      If you want to do some experimenting with it, one interesting possibility is the RaggedStone 1 board from Enterpoint Ltd. -- a 400,000 gate FPGA with a PCI connector. You have to add a PCI core to make it talk to your computer, but opencores.org has a free one that works with it. And to answer the inevitable next question, yes, it does run (under) Linux. If you wanted to get crazy about it, you could even run a copy of ucLinux on the board as well (though this would be a bit pointless -- the main point of reconfigurable computing is to use reconfigurable hardware to implement things that are hard to do well in software).

      --
      The universe is a figment of its own imagination.
    5. Re:Just more load balancing by T-Ranger · · Score: 1

      If anything, the high end cards would have less features, running slower. Consumer grade stuff sacrifices accuracy for speed, whereas the high end stuff is meant to be correct.

  19. I don't like it by babtras · · Score: 1

    While I agree that it will improve performance substantially, I fear that it will make games and 3D applications very video-card dependant. If nVidia's physics are slightly different than ATI's future implementation, then I think it will open up a world of new problems.

    1. Re:I don't like it by Anonymous Coward · · Score: 0

      Isn't that why there are high-level languages to write shaders in? Like Cg, GLSL and whatever Microsoft calls what they use in DirectX...

  20. Math coprocessor? by asadodetira · · Score: 1

    I wonder if these cards could be useful for for Numerical computation? I could use extra cpu power for solving a linear system.

    1. Re:Math coprocessor? by LLuthor · · Score: 1

      You can; look at Brook GPU and libSh.

      --
      LL
    2. Re:Math coprocessor? by SilentTristero · · Score: 1

      Yes, that's what GPGPU programming is all about (General Purpose GPU programming). See here for lots of info.

      -- ST

    3. Re:Math coprocessor? by mrchaotica · · Score: 1

      Yes, but only if you need no more than 32 bits of precision.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  21. Why use a GPU, use a PPU by Penty · · Score: 1

    So you are scarificing Visual Quality for framerate and physics. Why not buy a dedicated physics card and get the best of both?

    1. Re:Why use a GPU, use a PPU by LLuthor · · Score: 1

      Having a dedicated card for this is not worth the effort for most people. Not to mention the fact that such niche hardware will be very expensive, and limited to the realm of hardcore gamers, whereas NVidia's GPUs are (almost) everywhere.

      --
      LL
    2. Re:Why use a GPU, use a PPU by Anonymous Coward · · Score: 0

      Why not used that second CPU core that sits around and does nothing. Given the AMD and Intel roadmaps it makes sense to start multithreading your software/app/game.

    3. Re:Why use a GPU, use a PPU by jandrese · · Score: 4, Interesting

      I think the point is that this is for games where the bottleneck is in the CPU and the graphics card is sitting idle half of the time. By pulling 10% of the graphics card's resources to physics calculations, you could offload enough of the work from the CPU that it could keep the rest of the card completely fed and see a framerateimprovement with no additional hardware or loss in video quality.

      --

      I read the internet for the articles.
    4. Re:Why use a GPU, use a PPU by mrchaotica · · Score: 1

      This makes me wish I were a graphics card manufacturer: I'd just build a card with a graphics chip and a physics chip on the same PCB.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    5. Re:Why use a GPU, use a PPU by Valdrax · · Score: 1

      A lot of physics processing is collision detection, which means constructing and positioning geometry -- part of what GPUs do anyway. Why not integrate this into the GPU?

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    6. Re:Why use a GPU, use a PPU by Anonymous Coward · · Score: 0
      games where the bottleneck is in the CPU and the graphics card is sitting idle half of the time.

      Maybe someday systems will have more than one processor ... and two graphics cards
      that chain to each other ... with framerate generation of 360fps at 512x384 resolution ....
      with the only decision being whether to drop two or three frames for each one displayed
      on a flat screen with a 120Hz or 90Hz refresh rate.

  22. This is a bad idea by Atroxodisse · · Score: 1

    From a consumer stand point, not many people are going to spend $600 to $1000 to get 2 video cards that can do really spiffy graphics. Its a very niche market which means no game company is going to spend an extra few months developing eye candy for a graphics card that a very small population uses. More likely we'll see ATI come out with a competing product that won't be so expensive and will attract more buyers.

    --
    Read my short stories - You won't regret it.
    1. Re:This is a bad idea by Warlokk · · Score: 2, Interesting

      I have 2 6600GT's SLI'd... the first cost me about $175, the 2nd was about $130. You don't necessarily have to buy the super-expensive cards to do SLI. Even today, you could buy a pair of 7600's for about $400, and those are brand new.

    2. Re:This is a bad idea by Atroxodisse · · Score: 1

      We'll have to wait and see on pricing. Is this new tech going to work on old SLI cards?

      --
      Read my short stories - You won't regret it.
    3. Re:This is a bad idea by Barny · · Score: 1

      The report is, that it will work with anything 6xxx and higher (the first series of modern SLI cards).

      And with nvidias track record for backward support for hardware (check out the new drivers that allow these older cards to drive H.264) I would tend to believe it.

      --
      ...
      /me sighs
    4. Re:This is a bad idea by Atroxodisse · · Score: 1

      Ok, then I take it back, this could be a good idea. I wonder what ATI will come up with to compete with it.

      --
      Read my short stories - You won't regret it.
    5. Re:This is a bad idea by Joel+from+Sydney · · Score: 1

      Its a very niche market which means no game company is going to spend an extra few months developing eye candy for a graphics card that a very small population uses.

      I disagree with this premise. Almost all game companies spend a lot of time developing additional eye candy for their games. Let's face it, when have you ever seen preview trailers or screenshots that ever really represented what you saw on your own PC? It's a fairly simple premise - make the game look as nice as possible in the previews so that more people will buy it, but it's this sort of thing that pushes game technology further.

      You could probably argue that most pre-release screenshots are rendered and/or Photoshopped (and you'd be correct), but I've rarely seen a game run on my system the way it's promised to run.

    6. Re:This is a bad idea by Barny · · Score: 1

      Looked into this further, its mainly marketing to push more quad SLI systems (wtf else can you do with the extra 2 cards since the cpu is the bottleneck) and is just shiney effects, the proposal that they are looking at will keep all the data on the cards/SLI link, and not pass it back to the game, so your waterfalls will look sweet, but you can't use it to solve hard physics probs that are the reason for your CPU to bog down :/

      --
      ...
      /me sighs
    7. Re:This is a bad idea by Atroxodisse · · Score: 1

      Let's face it, when have you ever seen preview trailers or screenshots that ever really represented what you saw on your own PC?

      Hehe, well, considering I'm running an Athlon XP 1700 and a Geforce FX 5200, I've never been able to run a game at its highest settings, so I have no idea if the games look as good as the screen shots.

      --
      Read my short stories - You won't regret it.
  23. Hardware is not the only preformance answer by 9mm+Censor · · Score: 2, Insightful

    Applications should be built to be more efficient, to handle modern hardware, instead of simply relying on consumers purchasing faster hardware.

    1. Re:Hardware is not the only preformance answer by heinousjay · · Score: 2, Funny

      Yeah, I don't get these game programmers, always writing shitty bloated code any old Slashbot could best.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    2. Re:Hardware is not the only preformance answer by Anonymous Coward · · Score: 1, Insightful

      This has little to do with gaming, where the fastest known algorithm to perform any particular task is usually chosen. If you want really pretty graphics, you're going to need fast hardware.

    3. Re:Hardware is not the only preformance answer by gbjbaanb · · Score: 1

      Except that, in the world of games and graphics, the programmers are writing efficient apps. The demands they (ie we) make of graphics nowadays mean that the hardware has to be faster and faster too.

      Look a few years back and see what the cutting edge of graphics was, and look to the kind of things we get today. Go forward a few years and we will be having realistic computer-generated images.

      Now, if they can only work on making websites more scalable for a slashdotting, I could read the article!

    4. Re:Hardware is not the only preformance answer by merreborn · · Score: 1

      Yes, you could probably re-write a lot of applications in lower level languages, and have them run twice as fast. But it would cost 10 times as much.

      It's far cheaper to write applications in high level languages, and run them on today's hardware, than it is to hyper-optimize for yesterday's hardware.

    5. Re:Hardware is not the only preformance answer by Anonymous Coward · · Score: 0

      Me as a user, i have two options :
      1. Get/write better software
      2. Get better hardware.

      Most people would go with better hardware because better software is often more expensive or just unavailable.

    6. Re:Hardware is not the only preformance answer by zippthorne · · Score: 1

      y'know, one of the simplifying assumptions back in the day that made graphics applications "more efficient" was 2D sprites. Would you like to go back to that in the name of efficiency when so very much more is possible?

      (actually, I kinda would like that for a few games though.. I haven't scratched that "blabbity quest" puzzle-adventure itch since Space Quest)

      --
      Can you be Even More Awesome?!
    7. Re:Hardware is not the only preformance answer by mrchaotica · · Score: 1

      You can have code that's efficient (e.g. optimized for particular hardware), maintainable (e.g. properly abstracted into layers), or not hideously expensive. Pick two.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    8. Re:Hardware is not the only preformance answer by Anonymous Coward · · Score: 0

      not true anymore.
      Modern C++ compilers optimizations are -generally- better that what an human could spit out in ASM...
      Writting directly in asm will only cause headache to the person doing it, and those maintaining it and in the end, you'll have a more buggy game which runs .5 fps faster...
      not worth the investements

  24. parallel processing -- just add GPUs by dvnelson72 · · Score: 1

    I've used GPU for parallel processing of CPU heavy data in the past. You can use it for anything computationally heavy.

    In my case, I've used it for stereoscopic image analysis in realtime. The best part about it is that you can add GPUs to a single box.

    I don't know, but I would suspect that some of the bigger animation shops use multiple GPUs in a single machine for their rendering operations.

  25. The PURE EVIL contained in modern graphics cards.. by Homology · · Score: 5, Interesting
    Modern graphics cards can be used to bypass security measures as an unprivileged user (reading kernel memory, say). Theo de Raadt of OpenBSD reminded users how modern X works:

    I would like to educate people of something which many are not aware of -- how X works on a modern machine.

    Some of our architectures use a tricky and horrid thing to allow X to run. This is due to modern PC video card architecture containing a large quantity of PURE EVIL. To get around this evil the X developers have done some rather expedient things, such as directly accessing the cards via IO registers, directly from userland. It is hard to see how they could have done other -- that is how much evil the cards contain. Most operating systems make accessing these cards trivially easy for X to do this, but OpenBSD creates a small security barrier through the use of an "aperture driver", called xf86(4) (...)

  26. soooooooo by modmans2ndcoming · · Score: 1

    now the GFX card processes all the gaming and the CPU is only responsible for launching and saving your games? well.. they should call it the NVidia gaming system on a board.

  27. Ageia making physics card by Robotech_Master · · Score: 1

    A company called Ageia is making a physics processing card that will handle physics calculations. It will be supported by City of Heroes/Villains when it is available.

    --
    Editor Emeritus and Senior Writer, TeleRead.org
    1. Re:Ageia making physics card by Anonymous Coward · · Score: 0
    2. Re:Ageia making physics card by Animats · · Score: 1

      With this announcement from nVidia, the Ageia guys are probably toast. They're not that far along.

  28. Re:The PURE EVIL contained in modern graphics card by geekoid · · Score: 1

    Sorry, hard to take someone serious when they use evil like that, espicially in regards to hardware.

    I know the hacker jargon use of evil, but this is really over used.

    OTOH, it's Theo, and he likes to hear himself talk.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  29. NO SLI NECESSARY by cryptocom · · Score: 1

    from the article:

    "Currently, the new Havok FX engine will support SLI physics even for a single NVIDIA GPU. But NVIDIA states that an SLI configuration is still the preferred mode since it allows the second GPU to be dedicated for effects physics processing." ...so, while yes, an SLI setup would be recommended for such intensive computation, it's not necessary. Older cards like the 6800GT should be able to handle it fine.

    --
    It takes just a moment and an action to destroy. It takes some time and thought to create.
    1. Re:NO SLI NECESSARY by Anonymous Coward · · Score: 0

      Older cards like the 6800GT should be able to handle it fine.

      But the article says that it's only for the 7 series of cards.... ;)

  30. Investing in? huh? by Anonymous Coward · · Score: 0

    you cant invest in anything but realestate and stocks.

    Anything else is an expense and liability.

    Anyone "investing" in a video card is a moron. Someone expensing for a video card is smart.

    Like these idiots that call a car or jewelery an "investment". They are not.

  31. Re:The PURE EVIL contained in modern graphics card by LWATCDR · · Score: 0, Flamebait

    1. BSD is even less ready for the desktop than Linux so who cares about BSD security and modern video cards?
    2. BSD is great on a server. Servers don't require video cards at all. Often they use wimpy on board video if they need any video at all.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  32. well, they COULD but... by l33t-gu3lph1t3 · · Score: 4, Insightful

    Real-time cinematic quality graphics rendering = HARD.
    Physics acceleration that allows for rather impressive collisions and water: MUCH EASIER.

    Maximum output for minimum input. Having physics acceleration in the GPU makes sense as you don't have to buy an extra accelerator card.

    --
    ------- "From bored to fanboy in 3.8 asian girls" ----------
    1. Re:well, they COULD but... by octopus72 · · Score: 1

      What else we need is fast evolution of lightning part of GPU. It's usage would be to recalculate shadow tesselation, lightmaps, radiosity corrections, etc realtime). Modern GPU's seem to be bogged down when calculating lights, so something is needed to make it less costly.

      In that context, I think dynamically rendered shadow maps are the future.

      It'd be especially usable for slower changing lights (like shadows and environment light amount for outdoors with daylight changes). Oblivion and it's weak light/shadow dynamics comes to mind.

      One game that has this perfected is Chronichles of Riddick, while D3/Q4 are bit weaker (no self-shadowing). Unfortunately, a requirement for this was to have low-poly models for decent performance so it's not good as outdoor engine.

      Unreal 3 engine will set some new standards, finally.

  33. Isn't da what the cell is supposed to do in PS3? by smartmatterman · · Score: 1

    Mmmm ....

    I thought that's what the IBM/Sony/Toshiba's cell broadband processor was supposed to do in the PS3? Oh well.... ...And what do we need that old x86, (dual, quad, whatever) for? Refresh my memory will ya?

    Long live multicore and/or multiprocessor technologies!!!! But mercy on the po' programmers though ... Long live C/C++/Java multiprocessor extensions!

    Time for a paradigm shift.

    OK, I'm done. .smm.

  34. Dedicated physics processing = overkill by Mr_eX9 · · Score: 1

    My gaming rig has an FX-55 to do all of that physics number crunching--and it does quite a good job of it, too.

    Maybe the most hardcore PC gamers or professionals out there could use a PPU so they can get the absolute most out of their hardware. For everybody else, it's just the latest "cool thing," and I really hope it doens't catch on.

    1. Re:Dedicated physics processing = overkill by datawhore · · Score: 1

      'overkill' says the guy who put down $800-$1000 on his CPU alone.

      What this means is that in retrospect, you could have spent $300-$400 on a nearly equivalent CPU (say.. 200mhz slower and mult-locked) and put the rest of the value into another graphics card that could make your games look significantly better, enhancing the overall gameplay experience and costing you no more money. The marginal gain on an FX relative to a regular A64 is very little compared to the marginal gain of another graphics card that now has the ability to do an even wider variety of things. Given that it's a gaming rig you're talking about, I imagine the bottom line is games, and as such you should be happy about advances in this market.

      That is, unless you're bitter you spent a lot of money, and decided to use your post to sublely brag about how awesome your CPU is. :)

    2. Re:Dedicated physics processing = overkill by Mr_eX9 · · Score: 1

      Before you start accusing me of having a huge wallet and being bitter, the FX-57 and 59 were on the market when I bought and built my computer.

      If you must know, I'm currently using on-board audio and a single 6800 GT, which combined with the FX-55 are more than sufficient for running FEAR, Guild Wars, and Oblivion at a solid framerate with the specs turned up. My plan is to upgrade as needed--I'll get an X-Fi and a second 6800GT when they bottom out in price later this year. Because I invested in a decent PCIE motherboard and a gigantic case, this computer will last me all the way through whne I graduate from college and then some. Keep in mind I haven't overclocked anything yet.

      Physics processing is overkill because, if it catches on, it's another component that I have to spend money on and periodically upgrade in order to attempt to stay current with PC games. As for integrating physics into the GPU--don't GPUs cost enough in the first place?

      I wanted the extra processing power not just for gaming (read: I reformat/reinstall Windows often to keep my system clean,) so I sprung for the A64, but that doesn't mean that I'm not on a budget. If you're going to judge me, please do it on a more solid basis than what CPU I'm running.

    3. Re:Dedicated physics processing = overkill by voxel · · Score: 1

      Overkill? Your CPU is barely able to do anything, even though you spent $1,000 on it.

      A processing specific ASIC is magnitudes (perhaps 10x right now, but 100x or 1000x down the road) faster than your $1,000 CPU at 10x, 100x reduction in cost.

      The problem is, you have no idea whats possible in "games" with physics, right now as the general population knows it, worlds are incredibly static.

      Your CPU runs generic instructions, e.g. Software. SLOW SLOW SLOW.

      Before 3D accelerators it was done all in software, and back then my CPU was "good enough" too.

      --
      Modesty is one of life's greatest attributes
    4. Re:Dedicated physics processing = overkill by Anonymous Coward · · Score: 0

      Such as the OS you're running?

      You bought the FX to reinstall WXP fast? That's about the silliest thing I've ever heard of.

    5. Re:Dedicated physics processing = overkill by DeathPenguin · · Score: 1

      About a decade ago I think this was what people were thinking about 3D accelerators for the home PC. However, it didn't take long for people to realize that a slow CPU with a Voodoo or TNT card in it could smoke a much faster CPU that did not have the help of the 3D accelerator; A 300Mhz Celeron machine with a TNT would outperform a 500MHz Pentium 2 machine with a Tseng Labs ET4000 in pretty much any 3D app, especially games.

      The GPU didn't even have to be that fast, either. As another poster already mentioned, ASICs tend to be a couple orders of magnitude faster and cheaper than general purpose processors for those tasks. The sort of calculations used in graphics and physics, typically involving large matrices, lend themselves very well to vectoring processors, eg the GeForce and Radeon chips. Heck, it was only recently that scaler architectures overtook vectoring architectures in supercomputing--that is thanks to the relatively low cost of using thousands of 'cheap' x86 blades in a cluster configuration.

      Technology has an interesting way of trickling down. The ultimate gaming rig from three years ago is the standard desktop configuration now. The demand for better technology is perpetual.

    6. Re:Dedicated physics processing = overkill by Mr_eX9 · · Score: 1

      That was really informative. Thanks.

  35. Someone hasn't seen the spore video by Vlad2.0 · · Score: 2, Interesting

    All your points are certainly valid, but I'd say the next era of physics in games is just around the corner. Go watch the spore video to see an example of what's coming.

    Besides, who doesn't like rag dolling? I played through HL2 just so I could toss bodies around with the gravity gun. :)

    1. Re:Someone hasn't seen the spore video by GrievousMistake · · Score: 1

      Meh. Spore doesn't look like it will push game physics any further than present-day games. What is new on that front is the autogenerated animation, and that will not done in realtime. The technological challenges in Spore is the scale, and probably the AI.

      But I don't get how adding an extra super powerfull graphics card to your PC is supposed to increase physics performance more than the CPU(s) you could get for the same price?

      --
      In a fair world, refrigerators would make electricity.
    2. Re:Someone hasn't seen the spore video by TheGavster · · Score: 1

      Adding a second video card is trivial both in complexity and cost compared to installing a dual-processor configuration. SLI only requires that you have a compatible motherboard (SLI motherboards are rather more common than dual-processor motherboards) and a fairly recent (past two product lines) graphics board. For the $200-500 that a paired board for an SLI configuration would cost, you might cover the cost premium of the dual-processor motherboard and SMP-capable CPUs.

      --
      "Because Science" is one step from "Because old book". Try "Because of my experiment testing my falsifiable assertion".
    3. Re:Someone hasn't seen the spore video by cskrat · · Score: 1

      A graphics chip is considerably faster than a general purpose CPU when working with long, highly parallelizable equations. Alot of game physics routines can be expressed in algorithms that have very little to no branch decisions. Since these calculations are going to be the same for many data points in the model, the GPU can potentially run over a dozen of the calculations in parallel.

      Basically you can get a 500Mhz chip running 16 complex floating point calculations in true parallel.

      --
      My God! It's full of eval()'s.
    4. Re:Someone hasn't seen the spore video by Fweeky · · Score: 1

      "SLI motherboards are rather more common than dual-processor motherboards"

      (Almost) all S939 motherboards support dual core CPU's, so that's questionable.

    5. Re:Someone hasn't seen the spore video by TheGavster · · Score: 1

      The nVidia chipsets that run SLI are also compatible with the appropriate dual-core spec, this is true. I was responding to the parent's suggestion that you could pop in a second processor (or third/fourth/etc) rather than pop in a second graphics card to reap a greater benefit to the speed of physics processing in games. A wholesale replacement of the existing processor with a dual-core version will, however, set you back $300-1000 (more than the cost of a second graphics card).

      --
      "Because Science" is one step from "Because old book". Try "Because of my experiment testing my falsifiable assertion".
    6. Re:Someone hasn't seen the spore video by Fweeky · · Score: 1

      Depends on the card. A second 7800GTX will set me back £350; £450 if I need a new motherboard too. An X2 4400+ by comparison will cost a mere £300, and will provide me with benefits outside the odd game, and won't screw up multi-monitor quite so badly ;)

  36. Can't read the article... by TomorrowPlusX · · Score: 2, Insightful

    I can't read the article since it's slashdotted, but here's what I want to know:

    First, what physics API are they using? This is, after all, a little like OpenGL vs DirectX. You need a physics API to do this stuff, and there are out there a *lot* of portable and high quality APIs. Havok, Newton, Aegeia (spelling?), and the open source ODE ( which I use ). The APIs aren't interchangeable, and aren't necessarily free.

    Second, at least when I'm doing this work, there's a *lot* of back and forth between the physics and my game engine. Maybe not a whole lot of data, but a lot of callbacks -- a lot of situations where the collision system determines A & B are about to touch and has to ask my code what to do about it. And my code has to do some hairy stuff to forward these events to A & B ( since physics engines have their own idea of what a physical object instance is, and it's orthogonal to my game objects, so I have to have some container and void ptr mojo ) and so on and so forth. If all this is running on the GPU, sure the math may be fast but I worry about all the stalls resulting from the back and forth. Sure, that can be parallelized and the callbacks can be queued, but still.

    Anyway, I want info, not marketing.

    Oh christ, and finally, I work on a Mac. When will I see support? ( lol. this is me falling off my chair, crying and laughing, crying... sobbing. Because I know the answer ). Can we at least assume/hope that they'll provide a software fallback api, and that that api will be available for linux and mac? After all, NVIDIA has linux and mac ports of Cg, so why not this? I'm keeping my fingers crossed.

    --

    lorem ipsum, dolor sit amet
    1. Re:Can't read the article... by LLuthor · · Score: 2, Informative

      Havok is the primarily used API in the gaming industry. It is the one being targeted by this implementation.

      That said, it would presumably be possible to implement other APIs (if there is sufficient demand), given that the GPU hardware is now general enough to handle that level of computation.

      --
      LL
    2. Re:Can't read the article... by totoanihilation · · Score: 1
      Oh christ, and finally, I work on a Mac. When will I see support? ( lol. this is me falling off my chair, crying and laughing, crying... sobbing. Because I know the answer ).


      You do know that a lots of the Core* APIs on OSX do this by default as we speak, right? Not necessarily physics yet, but image and video processing in real-time through the GPU. Physics and math libraries will only be a matter of time; they will need to compensate for the lack of Altivec.
  37. It doesn't RTFA by Anonymous Coward · · Score: 0

    If you read the article it mentions that this also works on single GPU platforms.

  38. Moore's law? by C10H14N2 · · Score: 1

    How does stacking processors affect Moore's law? That doesn't increase IC complexity, otherwise we might as well claim we've far surpassed Moore's law because Livermore's BlueGene install has 6.8 trillion transistors...

  39. New server tech! by Hoi+Polloi · · Score: 1

    Microsoft has also announced a new server technology that unloads all calls from Slashdot to a seperate system avoiding the dreaded "Slashdotting" effect.

    --
    It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
  40. Re:The PURE EVIL contained in modern graphics card by temojen · · Score: 2, Insightful

    Non-root, user-level access to IO ports (by authorized programs) is not evil; it's what allows non-kernel level display servers. It keeps some really complicated stuff out of the kernel, thus improving system stability.

  41. Liars by nnnneedles · · Score: 1, Insightful

    "..improves the frame rate by more than 10x"

    Liars end up in Hell.

    --
    Will code a sig generator for food
    1. Re:Liars by Surt · · Score: 1

      Yes, 10x is almost certainly a gross underestimate for the frame rate improvement real games will see from physics acceleration. Damn liars!

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    2. Re:Liars by Anonymous Coward · · Score: 0

      Never mind that - the important question is do they get sent there with only the default pistol to start with?

    3. Re:Liars by oisteink · · Score: 1

      Muwhahahahaha - or maby just the knife?

  42. Check out gpgpu.org! by DarkriftX · · Score: 1

    This is definitely not new news at all. The general-purpose graphics processing unit community has been active for quite some time, see gpgpu.org. I think Nvidia may be using this to just push their quad-gpu / SLI setup as it would be pretty hard for the main cpu to keep all of those gpu's busy 100% of the time. By offloading physics, and numeric solvers, etc, you can do some interesting things. Think of textures as your inputs, and render-targets as your feedback from the gpu. However, this is not new, as many of you have pointed out already.

  43. Slashdotted - How wide are the floats? by mosel-saar-ruwer · · Score: 2, Interesting

    What ever happened to the hype about dedicated physics chips?

    The original article appears to be slashdotted.

    So could somebody tell me how wide the floats are in this "SLI" engine? [I don't even know what "SLI" stands for.]

    AFAIK, nVidia [like IBM/Sony "cell"] uses only 32-bit single-precision floats [and, as bad as that is, ATi uses only 24-bit "three-quarters"-precision floats].

    What math/physics/chemistry/engineering types need is as much precision as possible - preferably 128 bits.

    Why? Because the stuff they are modelling tends to be highly non-linear and the calculations tend to be highly unstable.

    32-bits isn't even enough to give integer granularity up to 16 million:

    16777216 + 0 = 16777216
    16777216 + 1 = 16777216
    16777216 + 2 = 16777218
    16777216 + 3 = 16777220
    16777216 + 4 = 16777220
    16777216 + 5 = 16777220
    16777216 + 6 = 16777222
    16777216 + 7 = 16777224
    16777216 + 8 = 16777224
    16777216 + 9 = 16777224
    16777216 + 10 = 16777226
    16777216 + 11 = 16777228
    16777216 + 12 = 16777228
    16777216 + 13 = 16777228
    16777216 + 14 = 16777230
    16777216 + 15 = 16777232
    16777216 + 16 = 16777232
    16777216 + 17 = 16777232
    16777216 + 18 = 16777234
    16777216 + 19 = 16777236
    16777216 + 20 = 16777236
    16777216 + 21 = 16777236
    16777216 + 22 = 16777238
    16777216 + 23 = 16777240
    etc
    1. Re:Slashdotted - How wide are the floats? by Anonymous Coward · · Score: 0

      I care, but only cause I'm tired of CS:S claiming I miss with an AWP on a person who's holding completely still for a long time, and I aim dead chest.

    2. Re:Slashdotted - How wide are the floats? by TheGavster · · Score: 1

      It's difficult to read through the marketing words on the tech sheet, but they claim 128-bit FP precision through the entire pipeline. That figure, however, is from using 32-bit floating point per color channel (RGB and alpha) to represent colors during the rendering process. I can't seem to find any details on how a dedicated graphics pipeline is being adapted to service physics calculations. I'm going to go out on a limb and say it's all happening on the vector units in the T&L engine and not involving the rasterization part very much at all.

      FYI, SLI in the nVidia context is 'scalable link interface'. 3dfx did the same thing (Well, similar. Really more like ATI's Crossfire) and used the same acronym, but expanded it to 'scan line interlace'.

      --
      "Because Science" is one step from "Because old book". Try "Because of my experiment testing my falsifiable assertion".
    3. Re:Slashdotted - How wide are the floats? by Anpheus · · Score: 3, Informative

      Fortunately for you, the errors at this scale will be less than 6E-8 of the most significant digit. An HL/HL2 map is usually scaled in units between -4000 and 4000, so your error might be about 0.00024. The player model is less precise than this. The hit box is even less precise. You will incur more error simply due to the fact that your mouse cursor only moves by a single pixel increment at a time which could be significant at a low resolution. In short, you missed because you can't aim, or because you lagged. If I were you, I'd yell LAGGGGGG. A lot. Over and over.

  44. How about a video card.... by British · · Score: 1

    .....that makes games fun to play?

  45. Correct, you don't understand by 2short · · Score: 1


    As I understand it the "physics" being modeled here is not the trajectory of the incoming rocket to determine if it hits you. It is the trajectories of the flames leaping forth as the rocket explodes; it's still just graphics processing. It is better for the CPU to describe things at an abstract level, then forget about it and let a dedicated processor project that into space and figure out how lights bounces off it, etc. Currently, these abstract descriptions are mostly in the form of sets of polygons. But some cool effects we want to turn into pixels on the screen are not most nicely described by sets of polys.

    With this, the CPU can say there are 50 little flame bits moving outward from such and such a point, with such and such properties; and the GPU can handle turning those abstract descriptions into pixels on the screen, just as it always has. Now it just has an additional type of absract description it can support.

    "I would prefer if nVidia and ATI actually focused on bringing cinematic quality 3D rendering to gaming, instead of just claiming they do"

    And this is one part of their continuing attempt to do that; of course, "cinematic" quality is what you get when you spend as much time as you feel like rendering each frame, so for game renderes to catch it, rendering will have to get so good that there is just no improvement to be made by rendering for more than 1/60 th of a second. Might be a while.

  46. And when Vista is released... by Fhqwhgadss · · Score: 1

    DirectX 10 will make it a combined 60 to 80 times faster

    --
    How does a 7-person democracy cut a pie? Into 4 pieces.
  47. Damn good point by Anonymous Coward · · Score: 0

    Everyone likes to pull out the "Toy Story in realtime" comment, but if you look at an XBox 360 game, you're more or less there. The anti-aliasing isn't quite as good because it isn't rendered at movie resolutions, but everything else is in place.

    Go back and actually watch Toy Story and you'll be surprised. In any case, we can *definitely* match T2, The Abyss... outpace Tron by many miles. What we can't match now is The Incredibles.

    Of course, the art direction on games isn't Pixar quality. Choppy models that aren't designed for readability, weird textures, overtexturing... Lots of stuff. Nintendo's a lot better about this. You don't look at a Nintendo game and say "You know, this would be a lot better if the CPU were just faster." The graphics are what they are.

  48. FPS are a perfect example of where this will sell by Rooked_One · · Score: 1

    BF2 for example. This game is ALL physics... I love it personally, and one of the coolest (and crappy) things is when you get shelled by artillary 500 yards into the air. Your limbs are flying everywhere and the FPS decrease is noticeable when there are 10 or so soliders all ragdolled in the air (i'm sure particles have a lot to do with this also, but IAN a FPS programmer). FEAR is another great example. This is just the turning point in realism for FPS games, and that is very cool IMHO.

  49. That's exactly what you wanna do by zippthorne · · Score: 2, Insightful

    For a game, the best way to solve ODEs is numerically. Since you don't need the precision of the exact solution, the solutions are considerably simpler computationally once you've linearized them. Doing RK4 on the fly is precisely the best solution to the problem. Well, depending on the stiffness.. but you can always fall back on plain ol' trapezoid rule if you just wanna know, "what does the thing do until it hits the ground" to enough precision to be pretty.

    solving a linearized ODE is just plain ol' ordinary matrix math, very parallelizeable and a lot less computationally expensive than breaking up a transcendental function into piecewise conitinuous steps and calculating the result every time.

    --
    Can you be Even More Awesome?!
    1. Re:That's exactly what you wanna do by Aardpig · · Score: 1

      In fact, the majority of game physics can be solved analytically, with the results hard-coded in; there's no need in most cases to actually solve ODEs. For instance, although it may come as a shock to most /. readers, it is possible to calculate the trajectory of an object moving under the influence of gravity -- it's a parabola, of course. Who in their right mind would code up an ODE solver to do this?

      --
      Tubal-Cain smokes the white owl.
    2. Re:That's exactly what you wanna do by zippthorne · · Score: 2, Insightful

      um.. 3+ body problem for an "asteroid" game comes to mind, realistic damping due to wind resistance, the same but weather, realistic looking vehicle suspension, stinger-missile simulation, aerodynamic simulation, realistic looking water/weather..

      Pretty much anywhere that the underlying equation is more complicated than a simple spherical potential.

      Sure you *could* hard code it in, but if the analytical result is a function like exp(-x^2)cos(x), you're going to have include quite a few higher order terms to evaluate it to any precision, and you lose any advantage you had if the ODE could've been solved with a few simple multiplication/additions.

      If all you care about is, "given state f({x},t=n) what is state f({x},t=n+1)" a numerical ODE solver is pretty much ideal for that.

      --
      Can you be Even More Awesome?!
    3. Re:That's exactly what you wanna do by XchristX · · Score: 1

      >For a game, the best way to solve ODEs is numerically. Since you don't need the >precision of the exact solution, the solutions are considerably simpler >computationally once you've linearized them. Doing RK4 on the fly is precisely >the best solution to the problem.


      While RK4 is a good general purpose integrator, it's better to use embedded methods that will speed up the runtime due to adaptive stepsizing.

      http://beige.ucs.indiana.edu/B673/node54.html


      Also, I would speculate that most games might involve functions that evolve with a steady stiffness. For such methods, it's faster better to do a Jacobian based Rosenbrock Method (Kaps Wanner basically) on large intervals and then do a Bulirsch-Stoer rational extrpolation.

      http://en.wikipedia.org/wiki/Numerical_integration

      I can't find any good references to this online, but I'm just parrotting Numerical Recipes Chapter 16.


      >solving a linearized ODE is just plain ol' ordinary matrix math, very >parallelizeable

      Well linearization will only work well near a fixed point of the phase space. Generic ODEs are not as simple to parallelize it as one may think. Data parallelization is trivial (provided your libraries/subroutines are thread-safe). However, really solid function parallelization of the integration of a particular set of IC's across one time interval is very difficult as a differential equation evolves causally through time. Thus, in order to know what's what at time T, you'll need to know all the values at earlier times t<T so a parallel thread has to wait for those other parallel threads to finish, making it pointless.


      What you CAN do of course is parallelize the step incrementation process itself, however you run into the same problem during the calculation of each term in a particular RK step increment. If you look at the formulae (http://mathworld.wolfram.com/Runge-KuttaMethod.ht ml)

      You need k1 to calculate k2, k2 to calculate k3 & so on. Thus, the k2 calculating thread has to wait for the k1 thread to finish etc etc.

      So I don't think parallelizing this will help much.

      I'll admit that I have never done any functional parallelization of ODE's myself, as I use GSL/numerical recipes that are not multithreaded (though thread-safe) , so I do not have any first hand info on how much it's going to speed up the program .

      There has been some talk of parallelizing GSL itself

      ( http://www2.imm.dtu.dk/~jw/para04/Abstracts/enriqu e_s_quintana/enrique_s_quintana.html
      )

      though again I don't know if there has been any concrete progress.

      --
      l'Homme n'est Rien l'Oeuvre Tout: Gustave Flaubert to George Sand
    4. Re:That's exactly what you wanna do by cd_smith · · Score: 1

      Numerical Recipes *is* a "good reference to this online". Google for "numerical recipes in c pdf".

  50. Forget 'physics' - give me a good math API by Jherek+Carnelian · · Score: 4, Insightful

    The guys over at http://www.gpgpu.org/ have been doing various math calculations, including 'physics' on GPUs for a while now. One big problem is that the only real API is OpenGL. So not only do you have to be a smart math programmer (which is pretty rare to begin with) but you also have to understand graphics programming too and then figure out how to map traditional math operations onto the graphics operations that OpenGL makes available. It isn't that hard to do simple things like matrix math, but trying to really optimize it for really good performance requires almost wizard-level understanding of OpenGL and the underlying hardware implementation.

    The cards' math capabilities would be so much more accessible (and thus used by so many more programmers) if Nvidia (and ATI) would come out with standard math-library interfaces to their cards. Give us something that looks like FFTW and has been tweaked by the card engineers for maximum performance and then we will see everbody and his brother using these video cards for math co-processing.

    1. Re:Forget 'physics' - give me a good math API by Deliveranc3 · · Score: 1

      Well that used to be the case... but Microsoft just said that they'd be open sourcing DirectX.

      Hahahahahhaah Got you.

      Ok that's not funny but seriously anything that motivates game programmers to look at openGl is a good thing right now most grahics proffesionals see it as significantly inferior and not being maintained well.

      Which is really too bad because it does give Microsoft a monopoly in the Computer Gaming market which makes it almost impossible for Mac or Linux to overcome.

  51. My prediction by Arandir · · Score: 1

    By the end of next week there will be a game out on the market that will require one of these cards...

    --
    A Government Is a Body of People, Usually Notably Ungoverned
  52. With x86, right? by Cybert14 · · Score: 1

    An ASIC will always outperform a general purpose thread-based multi-core processor. We're still stuck with x86, even! Magnetic transistors offers the flexibility necessary to imagine a morphable chip that could beat the ASIC, but that's a ways off.

    1. Re:With x86, right? by jacksonj04 · · Score: 1

      I never mentioned x86. It all depends how flexible you want your PC to be - for home use you'll want a lot of general purpose chips capable of dedicating lots to music, or movies, or word processing, but rarely a lot of specialised tasks at the same time. Conversely, for my gaming rig I want everything to be dealt with by a dedicated, optimised chip supplemented by a lot of general purpose ones which can 'tidy up' minor things such as UI.

      --
      How many people can read hex if only you and dead people can read hex?
  53. Er, Not Exactly by Nom+du+Keyboard · · Score: 1
    Certainly worth investing in SLI if it works.

    How about, Certainly worth investing in SLI if it works on the specific game(s) you most want to play at higher speeds and/or resolutions.

    Otherwise, not worth investing in at all.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
  54. Confidence by KBAegis · · Score: 1

    I love how all of those tech-review pictures had "Confidential - Do not distribute" on them. Oh well, NVIDIA deserves to get their crap looted, since they're stealing the entire idea as a way to undercut and steal Ageia's idea.

  55. Unintended Gameplay Effects by jjohnson · · Score: 1

    The (next) holy grail of games is the fully destructable environment, where damage isn't a sprite on a plane, but actual particle rearrangement of walls and buildings and such. This is a pretty strong step in that direction.

    The problem is that the internal logic of games like Quake and Half-Life is that, if the environment reacts correctly with respect to the physics of weapons, any game environment will quite quickly be reduced to piles of rubble and little more. Think of the pictures of Europe in WWII, and then imagine the map after a few rounds using the BFG. All those clever hidey-holes and corner sneaking tricks become useless when the terrain is quickly reduced to vaguely hilly, rolling rubble landscapes.

    There'll be some dodges, like "this weapons does radiation damage, not explosive, so that's why the gyprock walls of the apartment building aren't destroyed while everything inside is pulped," but fundamentally, we're headed for a design crisis where the only remaining plausibility will be found in historical combat sims.

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    1. Re:Unintended Gameplay Effects by PitaBred · · Score: 1

      Why does it have to be plausible? I like when I can jump from pad to pad in Q3, firing the railgun and not get the kickback from it, but the guy who gets hit by it does.
      We're just moving more into a place where things act more like you'd think they should. Shoot the lock on the door, and it'll open up. Shoot the metal door, and it'll ricochet. Take out the critical support for the building, and it'll all come down. Too bad if you needed to be in there... try again. I think it's great.

    2. Re:Unintended Gameplay Effects by Barny · · Score: 1

      Hehe, lets hope battlefield 3 comes out with some of this sort of tech, this is after all a real CPU task, and if all the physics gets offloaded to the graphics system you will need something to keep all those cores busy doing something other than waiting for interupts and user input :)

      --
      ...
      /me sighs
  56. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  57. not just Nvidia - Havok too! by Anonymous Coward · · Score: 0

    The summary doesn't mention it and the article is really slow to load, but this is a joint project between Nvidia and Havok (the physics engine from Halo 2, Half-Life 2, and a bunch of other games).

    There's some more information over at Gamasutra and Havok's site.

  58. it doesn't by Anonymous Coward · · Score: 0

    ...when powered by GPUs such as NVIDIA GeForce®7 or 6 Series GPUs and further amplified with NVIDIA SLI multi-GPU technology.

  59. Re:SLI stands for... ??? by bigpat · · Score: 1

    When I was in school, it was mandatory to use the Full English Version (FEV) of an acronym the first time used in an essay. Is it such a unreasonble request?

    Why bother? We have wikipedia to help tell us that SLI may in fact stand for "Street Light Interference, a phenomenon whereby street lights go out as you pass beneath them."

    http://en.wikipedia.org/wiki/SLI

    Or perhaps it is "Scalable Link Interface", but that isn't half as fun.

  60. Old School is new again? by fallen1 · · Score: 5, Insightful
    While I hate to ride a horse into the ground and then feed off its bones, every time I hear something like this happening I immediately think "Amiga". Why? I would guess that it is because the Amiga had a CPU and then it had dedicated chips to handle other functions - math, graphics, sounds, etc. This arrangement created a computer system that did not get surpassed for MANY years after its demise and, some would say, it still hasn't been bested in many areas (multi-tasking is one of those).

    Each time I hear that an "advance" has been made and I read that it is basically re-integrating various components back into the primary system or tying those components tighter to the CPU then I can't help but scream "AMIGA!" Of course, this leads to co-workers walking wider paths around me while having avoiding eye contact '-).

    Still, all of these advances lead me to believe that we might going back to a dedicated chip style of computing BUT what I am also hoping for is a completely upgradeable system that I can pull the, say, physics processor out and plug a newer version or better chip into without having to replace the entire motherboard or daughterboard. Which, of course, leade me right back to that whole screaming scenario :) The Amiga style of computing may yet live again.

    --

    Dream as if you'll live forever.
    Live as if you'll die tomorrow.
    ~Anonymous~

    1. Re:Old School is new again? by fostware · · Score: 1

      Amen, brother! Amen.

      --
      "We know what happens to people who stay in the middle of the road. They get run over." - Aneurin Bevan
    2. Re:Old School is new again? by Anonymous Coward · · Score: 2, Interesting

      Well, you're not wrong per se...

      There has been a constant battle over the last 20 years over who gets to do the processing, the CPU or dedicated chips. Although right now it may seem like multiple special-purpose chips may seem to have decisively won, these things go in cycles. The major, largely forgotten contribution of the Macintosh is to replace the modest CPU plus multiple support chips that were common in computers of that day (C64, Atari 16bit, Lisa, Xerox, Apple IIgs) with a blazingly fast 8 MHz CPU and a bare minimum of support chips. By comparison, the Lisa cost five times as much as the first Mac, and only ran at 5 MHz. Although it seems strange now, at the time, the benefits of a fast CPU were not considered to be all that great. This model gained ascendency with the IBM PC when it became clear that the support chips paradigm had large backwards compatibility problems, for example when the massive sales and huge install base of the C64 failed to carry over to the Amiga.

      In IBM land, Intel went on to wage a decades-long battle to have the CPU do everything. At one time, sound cards, network cards and modems were complex beasts that did a lot of processing that the CPU couldn't handle. Rapid advances in CPU speed lead to things like win-modems, simpler sounds cards (without the awesome wavetable and midi stuff), and networks cards that weren't, like an early ATM card I had, more powerful than the CPU. So, for awhile it seemed that the highly CPU-centric model was here to stay.

      Right now, it seems the pendulum is swinging the other way, but I wouldn't dare to make a prediction about 10 years from now. The PC business can be screwy...

      - Apostate

    3. Re:Old School is new again? by Jeff+DeMaagd · · Score: 1

      The problem is communicating such a complex case to potential buyers. Also, replacing a chip in a board doesn't help the board maker stay in business. Then there's the issue of whether the board wiring can handle faster signalling, there is a point where faster chips don't help if the interconnect remains the same speed.

  61. Re:The PURE EVIL contained in modern graphics card by soldack · · Score: 1

    All sorts of RDMA hardware (InfiniBand, iWarp, Myrinet, etc) allow user space access directly to hardware for performance reasons. In HPC and high databases copies and context switches are increase latency too much. IB has a nice security mechanism through the use of local and remote keys to protect memory on both sides of the wire.
    -Ack

    --
    -- soldack
  62. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  63. BS by umbrellasd · · Score: 1
    It offloads the physics processing from the CPU to the graphics card. According to the benchmark, it improves the frame rate by more than 10x.
    So in the best case, physics is currently taking at least 9x more computation than all other graphic card activities and offloading to the CPU reduces the cost of physics to 0.

    Now in the less than best case...this claim is bullshit.

  64. Re:SLI stands for... ??? by Zed2K · · Score: 1

    Is it such an unreasonable request that Slashdot articles NOT be dumbed down for those too lazy to type www.google.com into their web browser and find the answer to something they don't understand?

    Here, I'll even help you:

    http://www.google.com/search?hl=en&lr=lang_en&safe =off&q=Nvidia+SLI&btnG=Search

    First link that gets returned.

  65. Why? by Spy+der+Mann · · Score: 0, Redundant

    I mean, 640K ought to be enough for everybody...

  66. Why SLI?! by podperson · · Score: 1

    WTF does SLI have to do with this?

    Surely if they can do this on two video cards, they can do it half as fast on one (framerates 5x faster are fine by me...).

    1. Re:Why SLI?! by BlacKat · · Score: 2, Informative

      Read the article... they state that right now you can not share both graphics rendering and physics emulation on the same GPU, though they do plan to work on this in the future.

      For now you need two GPUs, one for graphics, one for physics.

    2. Re:Why SLI?! by LoveMuscle · · Score: 1

        WTF does SLI have to do with this?

      because they want you to buy a 2nd video card... why do you think?!?!?
    3. Re:Why SLI?! by Down8 · · Score: 1
      To quote yourself, "read the article..."
      Currently, the new Havok FX engine will support SLI physics even for a single NVIDIA GPU. But NVIDIA states that an SLI configuration is still the preferred mode since it allows the second GPU to be dedicated for effects physics processing."
      http://www.rojakpot.com/article/NVID IA/SLI_Physics/slide_05.jpg

      -bZj
      --
      .sig
    4. Re:Why SLI?! by BlacKat · · Score: 1

      Hmm, I think I got confused by the following quote:

      "Currently, dynamic load balancing is not yet possible. So, the second GPU is either used entirely to process effects physics, or graphics. But NVIDIA is working on a load balancing model that will allow maximum use of both GPUs."

      I thought that meant that a single GPU could not handle both graphics and physics, however, it seems a single GPU can, just two (or more?) GPU's have to be dedicated to a specific task, graphics or physics.

  67. Re:FPS are a perfect example of where this will se by pclminion · · Score: 2, Insightful
    BF2 for example. This game is ALL physics... I love it personally, and one of the coolest (and crappy) things is when you get shelled by artillary 500 yards into the air. Your limbs are flying everywhere and the FPS decrease is noticeable when there are 10 or so soliders all ragdolled in the air (i'm sure particles have a lot to do with this also, but IAN a FPS programmer).

    Uh, that's highly unlikely. The physics of a flying body is no more difficult to compute that the physics of a running body. "Particle systems" are not the reason for the slowdown, more likely, it has to do with the fact that a player at high altitude can see a LOT of the game world and therefore more packets have to be sent in order to maintain a consistent view as the player flies through the air.

  68. Re:SLI stands for... ??? by Down8 · · Score: 1

    This would have been a more appropriate link, giving the anser right away.

    -bZj

    --
    .sig
  69. Re:FPS are a perfect example of where this will se by Down8 · · Score: 1

    The physics of a flying body is no more difficult to compute that the physics of a running body.

    Not true, in the sense of a FPS. You only see your weapon/HUD while running, which is essentially static most of the time. When you are blown to bits, most games switch to 3rd person, and you can see your body parts fall asunder. Definitely more intensive computing involved, along with the addition of seeing more of the field due to increase 3rd person POV.

    -bZj

    --
    .sig
  70. Microsoft to the rescue by RxScram · · Score: 2, Funny

    Don't worry! Microsoft will come to the rescue with DirectX 11... all you will have to do is write the physics engine using the DirectX API, and Microsoft's trusty software will interface with whichever hardware you have. Don't worry... it'll be bug free and secure, too!

  71. Re:Investing in? huh? by Down8 · · Score: 1

    Anything that can return more than you paid for it is potentially an investment. Cars and jewelry can both fall into that category. As could something like insurance, art or starting a company.

    -bZj

    --
    .sig
  72. 10x Faster? by Tim+C · · Score: 1

    I can already get Doom 3 running at ~70 fps with pretty high graphics settings - are they seriousyl trying to tell me that by adding a second video card and twaeking a little I could get 700 fps?

    I'll believe it when I see it (which I won't).

  73. Re:The PURE EVIL contained in modern graphics card by Slashcrap · · Score: 2, Funny

    This is due to modern PC video card architecture containing a large quantity of PURE EVIL. To get around this evil the X developers have done some rather expedient things, such as directly accessing the cards via IO registers, directly from userland.

    It's worse than that - even if you dispense with a graphics card, your OS still has to directly access some of your hardware at some point. This creates the opportunity for all kinds of strange interactions and unforseen security holes.

    Ever at the forefront of proactive security, the OpenBSD team have announced their solution to this problem. OpenBSD 4.0 will be the first OS to not run on any hardware at all. It will exist only as a mass of finely crafted and provably secure pseudo code. Although critics have pointed out that the finished product may lack something in the functionality stakes, supporters have pointed out that the OS has been moving in this direction for a while.

    Project leader Theo offered the following comment, "Retards! You weren't supposed to install it anyway! Have you read the chapter on partitioning in the install guide? Do you really think we wrote it like that because we wanted people to try and install it? Jesus, you make me sick."

  74. A previously-announced physics processor unit? by Armagguedes · · Score: 2, Insightful

    Didn't a company called Ageia (?) design a PCI-express addon (or PCIx or wtv) that was basically a separate chip completely dedicated to physics calculations (ragdoll thingies and that sort of stuff)?

    In fact, wasn't the PS3 supposed to have said chip from Ageia (or wtv)?

    This would be cool, but i wonder how many would actually flock to it (if cheap enough (~40) then probably it would lead developers to assume its existence, and if not to default to using good old ix86).

  75. Cell by Gr8Apes · · Score: 1

    Why not just get a Cell processor. Seems that it was specifically designed for this type of processing.

    --
    The cesspool just got a check and balance.
  76. Calculate physics? Impossible, I dare say! by r_jensen11 · · Score: 1
    Next week's headlines:

    Nvidia solves Chaos Theory!

  77. Re:The PURE EVIL contained in modern graphics card by oisteink · · Score: 1

    It's the videocard that contains the "evil". The IO access from userland is a "rather expedient thing".

  78. What the f**k? by gcnaddict · · Score: 1

    Holy shit, dude.

    10x? So if Im getting 72 fps on UT2007, I can expect 720 fps as a result of this technology?
    damn, that's quite an improvement!


    Seriously though, am I the only one who thinks TFA meant 10%? (% = percent)

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    Viable Slashdot alternatives: https://pipedot.org/ and http://soylentnews.org/
    1. Re:What the f**k? by aardvarkjoe · · Score: 1
      10x? So if Im getting 72 fps on UT2007, I can expect 720 fps as a result of this technology? damn, that's quite an improvement!
      Most likely the 10x figure is for a program which is only using the CPU for the processing that they are proposing to offload onto the graphics card. (They've also probably chosen whatever benchmark shows this in the best light, of course.) In a real game, there is quite a bit of stuff going on that isn't directly related to the physics of graphical effects, so you won't see a real-world speedup of 10x. I wouldn't be suprised, however, if we saw a 50-100% increase in framerates in real games.
      --

      How can we continue to believe in a just universe and freedom to eat crackers if we have no ale?
    2. Re:What the f**k? by Anonymous Coward · · Score: 0

      No they meant ten times faster in perhaps the most artificial benchmark ever proposed.

      The scene they are rendering has 15000 boulders bouncing around, in the background I assume. If the games you play routinely render landslides in realtime, without having the characters directly interact with them, you might see this sort of improvement.

      This means that the CPU is spending all its time tracking a background effect. It sounds like this is just an approach for treating certain physical effects with something like a shader. They say it will be back compatible, so this isn't some huge advance in the chip technology, just a new way of using the existing chip technology. Clever, but not quite the huge advance the summary made it sound like.

      Sk

  79. 10x by LinuxGeek · · Score: 1

    No, in TFA the slide described a 15,000 boulder simulation that jumped from 6.2fps to 62fps with the physics offloaded from cpu to the SLI based gpu solution.

    --

    Kindness is the language which the deaf can hear and the blind can see. - Mark Twain
  80. Re:Calculate physics? Impossible, I dare say! by DigiShaman · · Score: 1

    Nvidia solves Chaos Theory!

    There is no such thing as "chaos". The idea of chaos is an illusion. "Chaos" as we see it is nothing more than order beyond comprehension. In fact, one might say that if you could process every atom, every quark, every sub-atomic particle down the quantum level...your destiny has already been written out for you in the cosmos.

    Sad to think that freewill is nothing but an illusion to. Eh?

    --
    Life is not for the lazy.
  81. waste of money by Superfarstucker · · Score: 1

    Certainly you do not need a second 7900gtx to compute physics effects in games. This is just nVidia "putting their hands on your stack." GPU's are already incredibly good at doing these sorts of computations. A $100.00 video card would probably suffice. nVidia has designed SLI to work with symmetric board configurations but I don't see why they couldn't do a redesign to offload just physics computations to the second GPU (since they state that the intended configuration is to work with single gpu "next gen" configurations). Of course this would repurpose obselete and low end hardware which is something nVidia most definitely does not want to do. However, ATi's 'crossfire' seems to work with mismatched boards so when they implement this it will certainly be more cost effective.

  82. Re:The PURE EVIL contained in modern graphics card by Jeff+DeMaagd · · Score: 1

    Is Theo the G.W. Bush of the world of BSD?

  83. Re:Why does everyone forget Red faction? by Anonymous Coward · · Score: 0

    Full environment destruction has been done already in Red Faction. In order to prevent maps from becoming piles of rubble, certain areas couldn't be destroyed, but it opened up new tactics like tunnelling between rooms, etc with explosives

  84. We already have that patent by Animats · · Score: 3, Informative
    We already have that patent. For some years, we were locked into a licensing and noncompete agreement, which is why we haven't done much in that area for a while except cash the checks. But that noncompete period is now over. Stay tuned for further developments.

    Our approach produces better-looking movement than the low-end physics packages. We don't have the "boink problem", where everything bounces as if it were very light. Heavy objects look heavy. Our physics has "ease in" and "ease out" in collisions, as animators put it, derived directly from the real physics. When we first did this, back in the 200MHz era, it was slow for real time (a two-player fighter was barely possible) but now, game physics can get better.

    Take a look at our videos. Few if any other physics systems can even do the spinning top correctly, let alone the hard cases shown.

  85. Re:The PURE EVIL contained in modern graphics card by Anonymous Coward · · Score: 1, Funny

    i don't get it.

    can you summarize?

  86. Re:Investing in? huh? by Anonymous Coward · · Score: 0

    Or stealing from the trash? Or masturbating?

    Yay! I'm an investor!

  87. While there are lots of funnies off of this... by xactoguy · · Score: 3, Insightful

    ... Most of you didn't get the point. It's not that you can access the GPU from userland (it depends on that access, but that's not the point). The main point is that that the current gen of programmable GPUs allow you to (theoretically) directly access kernel memory, as pointed out later in the thread by Theo:


    > Are these new programable cards capable of reading main memory, which
    > OpenBSD would not be able to prevent if machdep.allowaperture were
    > set to something other than 0?

    Yes, they have DMA engines. If the privilege seperate X server has a
    bug, it can still wiggle the IO registers of the card to do DMA to
    physical addresses, entirely bypassing system security.


    Thus, a resourceful attacker theoretically could get access to kernel memory through anything which allows access to the video card. An unusual and probably difficult-to-exploit hole, but a possible hole none the less.

    --


    And so we go, on with our lives
    We know the truth, but prefer lies
    Lies are simple, simple is bliss
    1. Re:While there are lots of funnies off of this... by Anonymous Coward · · Score: 0

      So it's only a matter of time beforte we can watch a real-time, hi-res, 8x anti-aliased 3D rendering of the sectors on our hard disk being formatted, complete with HDR and hi-res trilinear texture mapping... ...at 100fps in dual-card mode...

      Great...

  88. What people are missing! by Anonymous Coward · · Score: 0

    Games nowadays are limited by, not the GPU but the CPU. Sure some of are top ranged graphics cards are now pumping out absolutely massive amounts of fps, but heres the thing:
    7800GT VS 7800GTX

    That may not shock you, considering the 7800GTX is a better, it costs more. Well it supposedly performs better AND it has more pixel pipelines available, faster memory speeds and more memory bandwidth. This is all well and good, but I DARE you to find me a decent comparitive benchmark that shows that there is aobut a $200 (AUD) increase in performance over those 2 cards. I mean real world, 2 fps is unnoticeable when dealing with high fps.

    THe thing is the 7800GTX CAN perform much better, it is limited by the CPU. You might have seen that when you upgrade your cpu you get an increased FPS, however in the same system if you upgrade your already good video card to an even better one, you dont get too much of a boost.

    Then why not take some of the load off the cpu, and put the gpu to work like it should be. The CPU can catch up, and all the excess power is getting used, hence why you could see a many times fold in the fps you could be getting. Although you are bogging down your GPU, overall you will see a benefit, and when cpu's catch up, or games are begun to delve into multithreading (seeing hte benefit of dual/quad core cpus), we can start shifting it back onto the cpu, until we find a balance.

  89. Re:FPS are a perfect example of where this will se by Anonymous Coward · · Score: 0

    It probably has nothing to do with the amount of packets needed to be sent, but rather just with the fact that more of the game world is visible as you said...

  90. Re:Calculate physics? Impossible, I dare say! by dr_plugger · · Score: 1

    if only it was that easy ... . P

  91. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  92. Innovative? by love2hateMS · · Score: 1

    Are you nuts? They were always at least a decade behind the West.

  93. Re:The PURE EVIL contained in modern graphics card by Enrico+Pulatzo · · Score: 1
    Like many things, it's not evil in itself, but allows for the potential for evil. From Theo's post
    Their X servers also run entirely as root, while ours is now privilege seperated and running jailed as user _x11. Even so, our privilege seperated X server is talking directly to the IO registers of a video card with much evil in it. And many newer video cards are very smart, capable, and thus dangerous. So we have concerns.
    The main concern seems to be around allowing powerful, closed pieces of hardware connected to a system through a root user connection. There likely wouldn't be a cause for concern, but technically could be a source of trouble.
  94. Re:The PURE EVIL contained in modern graphics card by temojen · · Score: 2, Interesting

    Does he have this concern with soundcards, HDD controllers and network cards too? They've all got DMA capability, coprocessors, and firmware. Network cards even have network connectivity, making them potentially WAY more dangerous than a video card.

  95. Re:Investing in? huh? by Down8 · · Score: 1

    You've been scammed, I don't pay to masturbate, or steal from the trash!

    -bZj

    --
    .sig
  96. Re:SLI stands for... ??? by rehtonAesoohC · · Score: 1

    Isn't it ironic...

    that you were "SOL" looking up what SLI was... then you tried to "RTFA" but the website was "NFG." I'm glad your high school required you to use the "Full English Version" or FEV the first time it was used in an essay. It really helped you.

    ...don't you think?

  97. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  98. Re:SLI stands for... ??? by rehtonAesoohC · · Score: 1

    Haha, sorry, didn't mean to offend. I meant the "Isn't it ironic..." and "...don't you think?" to go hand in hand... whoops. =P

  99. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  100. Re:It was because of WWII Germany scientists by vertinox · · Score: 1

    I agree with you. But the same goes for the US. In the cold war - we went from scratch to repeat moon landings in ten years.

    May I remind everyone that the US was able to create a space program as quick as it did because of Operation Paperclip and the help of the Nazi V2 researchers like von Braun. Without these guys I'd doubt we'd have beaten ths Soviets (of course the soviets happened to 'borrow 'quite a few of their own scientists during their occupation of easter Europe so it still might have not been them first).

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)