PhysX Dedicated Physics Processor Explored
Ned_Network writes "Yahoo! News & Reuters has a story about a start-up who have created a dedicated physics processor for gamers' PCs. The processor undertakes physics calculations for the CPU and is said to make gaming more realistic - examples such as falling rocks, exploding debris and the way that opponents collapse when you shoot them are cited as advantages of the chip. Only 6 current titles take advantage of the chip but the FAQ claims that another 100 are in production."
Yeah...
I'd explore the website except their webdev team is stupid.
Flash is meant for things Flash is meant for. Not menus.
That's HTML.
Tom
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Is that a chess game in that list? Why would a chess game need a phsyics engine. Perhaps the programmers would like to use an engine for animations (the king falling down perhaps?) instead of frame by frame and filler animation.
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I like the idea of offloading physics processing to a speciallized card. Seems like it should up the ante for games to move beyond just ragdoll physics for characters and into more environmental sims as well. I would love to see volumetric dynamics like fog that swirls in reaction to masses moving through it. A deeper physics simulation hopefully means more to do rather than more to look at as well. Playing with gameworld physics from an emergent gameplay standpoint has real play value versus larger prettier textures.
I want a GPPU. A card to enhance the game play of vids. Screw graphics and physics. I want a card that makes games more fun.
i mean already the only reason people buy a mid to upper range card is to play games. it makes alot of sense to put it on the graphics card.
admittedly, im not addressing whether this chip is useful.
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there's no way in hell this will take off in the mass market unless it's incorporated on a graphics card of something. Nobody except hardcore techies is cogga buy a separate compoenent just for games physics.
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Sorry guys, I just couldn't resist.
Would they put a extra port on a motherboard to give it it's own bandwidth or would they be forced to use the existing ports, Which I admit haven't even begun to get fully utilized. But the only place I can see this having any use is possibly in renderfarms. Otherwise, I'm buying the cheapest card for the best value. Regardless of namebrand, reviews,etc.
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Check out this link: http://physx.ageia.com/footage.html
Go to the section that says "I'm old enough" with the Cellfactor video and take a look at the flash movie. Although Cellfactors almost could be a poster child game of mother of all physics engines. It looks like it puts Half Life 2 to shame. (Although I wonder if you character has that much physic power to fly through the air and throw jeeps at people then why bother with having a gun?)
I really dig the blood particle effets as someone is gibbed while standing on the ledge and the blood just splashes down the side of the platform.
And you can really tell the difference in particle debris in the comparison videos at the top. However, I wonder if the same effect can be acheived with cranking up your settings on a high end gaming rig without the card. I'd wait til some 3rd party hardware review site gives the final verdict.
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No... I didn't read the article.
Ok, as far as I can tell, the Physx will be PCI atleast at first. I am upgrading my computer soon and I'm trying to leave plenty of room for the future. To that end, I'm looking to get a mobo with 2 PCIe x16 slots (which I am guesstimating would be the slot type the Phyx would use in a future varient, I'll have two other sizes as well but that was unitentional.) But to get a mobo with 2 PCIe x16 slots it comes in the form of an Nvidia SLI mobo. Does anyone know if these SLI capable boards will accept somethign else in the second PCIe x16 slot other than a grfx card, for example a Physx card that uses PCIe x16?
I suppose it's not exactly dire, as the mobo in question also has 3 PCI slots, chosen specifically to be able to hold my current cards plus a transitional PCI Physx... but its good to know these things.
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From the article: "The consumers will see how the games behave better," Hegde said.
:(
But in the same article, they mention that the extra particles the processor generates swamps the DUAL gpu setup he's got in a demo system. How many of you want to wager the demo system is a hoss in it's own right?
Apparently this card isn't going to help those of us holding out with our Athlon XP AGP systems that perform fine on current gen games, if a current bleeding edge rig can't cut it.
SO now I have to plan for a quad AM2 CPU, quad dual-sli chip GPU w/ 32 Gigs of memory? Damnit all to hell...
*/me researches mortgage rates to subsidize next box-build*
The price of $300 seems a bit steep right now to a casual player like me, but this bit from the site's FAQ I find very appealing:
The PPU seems to be available as a PCI card but is also available in off-the-shelf machines from Dell & Alienware.There's a comparison video showing the difference between Tom Clancy's Ghost Recon Advanced Warfighterwith & without the PhysX installed and a couple of hi-res videos that are available by FTP, so can't be cached by Coral, I don't think.
What I really have to wonder, if this thing is as good as they reckon, is why I haven't heard of it before?
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On the other hand, graphics cards make sense for consumers because there are only two graphics APIs, OpenGL and DirectX, and they offer very similar functionality under the hood (but significantly different high-level APIs). So a graphics card can accelerate games written with either OpenGL or DirectX, but that's not the case with the emerging PPU field. In graphics, the APIs developed and converged on common functionality long before hardware acceleration was available at the consumer level, but I don't think the physics API situation is stable or mature enough to warrant dedicated hardware add-in cards at this time.
However, I think there are two possible scenarios that could change this.
1) Havok and Ageia could create open or closed physics API specifications and make them available to chip manufacturers, e.g. ATI and NVIDIA, which have the market penetration and manufacturing capability to make PPUs widely available. I could imagine a high-end PCIe card that had both a GPU and a PPU on-board.
2) Microsoft. Think what you will about them, but DirectX has greatly influenced the game industry and is the de-facto standard low-level API (although there are notable exceptions, such as id). Microsoft could introduce a new component of DirectX which specifies a physics API that could then be implemented in hardware.
But unless one of those things happens, I don't think proprietary PPUs are going to make a lot of sense for consumers.
Because I could have sworn the article was about a "Dedicated Physics Professor", not a peripheral processor. For a moment, I had visions of a computer program that teaches advanced physics to its users. Silly /me
They seem to think so, but then again they have an interest in selling fixed-purpose processors.
It's called "creativity" and is normally used only in the development of games. Actually has been for ages before studios found it too expensive, and realized it's cheaper to develop games without it.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
ODE isn't closed and proprietary.
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No common interface and the game makers just had to make sure to include code for the cards they thought of as important enough.
This lasted quite a long time until things settled down. Oh but wait NO!
Check Tomb Raider Legends. It has a special option, "Next gen content" wich is claimed to be optomized for the Nvidia cards. Granted some bugs seem to get in the way BUT it seems clear that even in the days of directx there still is room for games having extra content depending on your card.
What we are going to see is that this company is going to proudly list the games that support it and be very optomistic about listing all the games that could possibly support it because the game company didn't flatly turn them down.
Some very successfull games will happen who don't give a shit. Some mediocre games will look better because they support it until finally this product will either die (Like virtual reality helmets) or stay with us (like GPU cards).
Wich one will be the case? Frankly I don't know. Graphics in a way are easy and if you remember it didn't take a redesign of the game to add the Monsterboard patch for games like Tomb Raider and Quake. The games stayed the same.
The physics part that is just pretty pictures would still not be easy. All Tomb Raider and the Quake patch had to do was release higher res version of the super high res textures the developers had anyway. Is it going to be as easy to add increased physics to a game?
Is there going to be any demand for just pretty picture physics or are people going to want to see the gameplay affected before they invest in this card?
We will just have to wait and see. I think the battle is going to be wether gamers will find that it improves their game. Game makers will deliver the code if their is a demand, just like they did with the first gpu's.
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Which definitely makes it affordable. And the article is right: current games have started to seem clunky because the great graphics really makes the terrible physics more noticeable. Before the biggest limit to reality was graphics.
There are two things that are going to help put the nail in the x86 game market:
1) MMORPGs
2) AEGIA
Of course there will always be people making games for people's home computers but the market has been in decline for the past five years and there is virtually no chance it will ever recover. MMORPGs are leading pc gamers to buy less and less pc games ever year. And products like PhysX make it painfully clear to pc gamers how woefully far behind the x86 architecture compared to modern chips like Cell.
The main problem with PhysX is that you can't use it for any meaningful gameplay elements without:
1) Creating two disjoint versions of your game that can't be played together online
2) Creating extra testing/patching/version overhead since you are shipping two different games
With graphics almost everything you do is just an interpretation of you game logic and how you display it to each individual user can be completely different. Since you can't put out a game that requires a PhysX card and have any hope of making your dev money back since the number of people that are going to pay for the card in addition to the already very expensive pc graphic cards is tiny, you will end up having to make all your use of the PhysX card for fluff or eyecandy type elements. That is stuff that looks cool but has no actual effect on game play - ie. lots of stuff flying around in explosions.
And even if every pc gamer for the sake of argument went out and bought these cards you end up making a mess for developers to deal with because you end up with three different disjoint worlds in your game engine:
1) x86 world - your main game logic and data structures
2) GPU world - your visual representation of your game logic and data
3) Physics world - your 3d/physical - but non-graphics -representation of your game logic and data
All of these three worlds separated by a relatively slow bus between them.
You might as well ditch the worthless x86 chip and link the PPU to the GPU by a very fast custom bus...which just happens to look like the PS3 architecture...
I think many games are going to find it's not really usable without mandidating it. Let's say I make a multi-player game and I want players to be able to do things like trow objects at each other, bash down doors, and so on. The PhysX proves to be ideal, allowing me to do all the calculations I need for my realistic environment. However, now I have a problem: There's no way to simplify things for non-PhysX computers that still makes the game act the same. The actual gameplay is influenced by having this physics engine, and there's no going both ways.
Well that clearly isn't going to work, not enough people will own it to mandidate it.
Ok that means you are stuck using it for eye candy. Physics effects that make things look cooler, but don't really change gameplay. Hmmm, well at $300 just for eye candy, you face some stiff competition. I bet $300 spent on a PhysX doesn't make games as pretty as $300 spent on a GeForce 7900 does.
We'll see but I think your processor argument has a lot of merit. Is this thing going to be far enough ahead to outpace processors for some time to come? Because I don't think it's the kind of thing people will upgrade every year, and I think there;s going to be a lot of intertia to overcome. I mean I'm intrigued, and $300 is not out fo the range I'd consider spending for an addin card is I like what it does. However I've got to wait and see if it's got any legs and if the difference is big enough for me to care. Well during that time, I'm going to have to guess people will improve physics in software and start using dual cores for that. Right now I have a processor core that sits almost idle during games, just tending to system tasks. I have to ask how much more you could get out of it when it's used, how close to the PhysX accelerator can you come. Answer may be close enough I don't care to purchase one.
There's a major flaw. Multiplayer gameplay requires certain clientside behaviors to be deterministic, otherwise clients will fall out of sync. Physics is one of those. If Bob uses a PhysX card and an explosion lands a box in position X, but Alice, without a PhysX card, has the same box in position Y, then there is a problem. Both can't be right. The server would have to correct for discrepancies such as that because the position of a box affects gameplay; bullets and players can impact it. Perhaps more position updates would have to be sent to make sure Alice ends up in the same spot as Bob. But what about midflight? I suppose this doesn't matter for blood smears and purely aesthetic effects, but as the videos show, thats not where PhysX really shines. This puts a physics accelerator in an entirely different class than a graphics card. You can adjust your graphics settings, but the quality of your physics simulation in multiplayer can only be as good as the least common denominator without killing gameplay for some of the parties involved. Sure, AGEIA could have non-accelerated versions for everything in its library when acceleration isn't available that produce the same result, but then you are offloading the entire functionality of an addon card on to the cpu...imagine running Doom at full settings using software rendering. Extreme example. But that defeats the very purpose of the card, if developers are limited because most of their customers might not have it.
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Does anyone know where their engine came from?
Has anybody seen this card in person?
This is something that OpenSource could be doing are http://www.ode.org/ responding to this?
My guess is that this engine is OpenSource and running on some sort of FPGA. Would help if a standard such as OpenGL could be drafted.
Forget games, there's a large market for physics models in design houses.
Some of the new game engines will use a dual-cpu. Now what does give a game replayability is good AI. Compare a scripted game to a game with good AI. The former loses it's replayability due to the fact you know what's going to happen next. The latter doesn't have this problem.
I believe it's called a Sense of Creativity. It doesn't cost much, but it has to be installed in the game designer prior to the game going through implementation. I think you can grow one over a long period of time through a new agricultural process known as "going Outside."
"My guess is that this engine is OpenSource and running on some sort of FPGA."
Why would you guess that? Envy?
I can see paying $300 for a 3D card - I've done it plenty of times - but $300 more to tweak out some physics effects? Not a chance for a gaming machine. They should get support for these things written into popular particle effects systems for video editors - $300 for real-time high-quality particles would sell like a charm in the visual effects world.
I'm guessing that Ageia is hoping on a buyout by Nvidia or ATI. Getting this technology built into GPUs would be a great selling point, and be a great way to almost guarantee that the developers chips would be the ones to end up in next-next-gen consoles.
So I understand this is for games but, could this help scientific research such as molecular dynamics or other physics simulations? What is the accuracy? What type of calculations can it speed up?
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Chess games rely on brute computation to up the difficulty level.
Yeah, but as the OP asked -- what in the world would a physics coprocessor have to do with a chess game?
Purpose specific devices, such as sound processing DSPs, video card GPUs, or in this case a physics processor, beat out general purpose chips (like the AMDs and Intels that we know and love) because they've been designed for a very specific task. Where a general purpose device might require 1000 operations for a FFT, a DSP might require three because that's one of its primary purposes.
Nonetheless, that performance advantage most certainly doesn't carry over to non domain specific tasks.
So the original question holds -- what in the world would a chip built specifically for physics have to do with chess? While there have been chess processors (such as Deep Blue), these certainly weren't built following the rules of physics...
this seems like a wonderful tech but i don't get why they are aiming so low ... but ...
physics is a vital part of games yes it yes
this makes me think they are only aiming for the easy money
i do think if the specs were open hence call it gpl'ed if you want
not only would the game market benefit from this tech but also
research centra, universities,
...and here it is!
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The physics simulation needed for a variety of scientific problems has always needed incredible processing power (such as the Earth Simulator). I'm wondering how accurate they can make this physics simulation, and if it would work better at physics simulation then traditional CPU-powered methods. It makes me want to compare it to the Grape Clusters used for some highly-specialized force-related research (I know University of Tokyo and Rochester Institute of Technology have them).
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What is with morons and FPGAs lately? Its not an FPGA. Nobody uses FPGAs for performance sensitive tasks. And its their own code, which works together with their own physics engine that has been around for quite a while (used to be called novodex).
There are more go games than theorized protons in the visible universe.
Everyone knows that computer technology just gets better and better as time goes on but your ISP is still stuck in the past as the the execs go out and play a few rounds of golf. How do they expect to run these huge physics calculations over the internet in a massive game like say for instance Battlefield 2? I honestly don't know the first thing about physics or how this stuff gets across a network but Counter-Strike:Source doesn't even let you take advantage of the 5-6 physics barrels in a map and even these barrels are rumoured to cause much lag! What kind of effect would a realistically modeled house demolition have on network performance? Is our shitty bandwidth gonna force us back to the gaming stone age on 8 player servers with the only tradeoff being pretty physics to make up for the other 24 players?
this should definitely be a feature attached to the video card. Either that, or they should bundle physics accelerators with graphics accelerators. Also, like others have mentioned, its important that we get a standard API for this for it to catch on...
Really, it would have been a lot better to introduce this technology on a console than on the PC. If the ps3, for instance were to come with this, developers would get a chance to play around with it in earnest and prove its usefullness, if any, to the consumer. As it is, I doubt there will be real strong support for it, and uptake will probably be pretty slow.
Back in 1995 game developers made 3D games using software rendering; then suddenly a company called 3Dfx introduced a dedicated 3D chip called Voodoo Graphics. Hardware acceleration of 3D was no new thing at that time, but 3Dfx was the first who would sell it to normal consumers. In the beginning, everyone thought it was insane to offer that kind of dedicated chip. Everyone was wrong, 3Dfx with their Voodoo Graphics was a massive success; soon all game developers supported 3Dfx's proprietary 3D API "Glide". Then came all the other "conventional" big players of graphics hardware, like ATI, nVidia, and Matrox, and started implementing similar features into their video cards. Microsoft introduced Direct3D to offer a uniform interface to consumer 3D rendering, and video card manufacturers even started to support OpenGL. 3Dfx and their proprietary API slowly faded away.
My best guess is that this is going to repeat. AGEIA have now done what 3Dfx did, introducing a dedicated hardware chip for something that until now has been done in software. They even have their own proprietary physics API. Soon ATI and nVidia will incorporate similar features into their GPUs, and Microsoft will create a brand new DirectX subsystem called DirectPhysics. And AGEIA will slowly fade away (if they don't learn from 3Dfx's mistakes).
Maybe it's time to overhaul our "general purpose" CPUs. While dedicating a processor to physics and graphics is sensible, there is little reason that processor should have an architecture different from the CPU that handles everything else--many of the features in a physics and graphics chip are useful for lots of other applications as well.
"Ludicrous gibs!" -- brings back memories...
Wow, custom pieces? I think I'd prefer sea-monkeys myself.
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But graphics can be made to scale without changing gameplay. Quake 1 played fine in software, just didn't look as good. Physics is a more integral part of gameplay. Used just as eye candy, I'm not sure it'll be effective enough to sell people on a $300 part. Espically because it needs to be a lot better than what software offers. I remember getting my first 3d card, it was night and day the difference. Well worth the money to me. How well will the PhysX do?
Make some multiplayer maps require a PPU by having gameplay affecting physics. This way those without a PPU can play singleplayer and most multiplayer maps fine, and those with a PPU get better FPS in all maps and gameplay altering physics in some maps. As the installed base grows, start decreasing the amount of non-PPU maps in games eventually making the PPU mandatory.
If this card is generating more objects then are useable, it's overpowered. Create a cheaper, lower-powered version that people are actually willing to pay for and they may have a winner.
Right now, nvidia's plan to partner with havok is looking far more appealing because I can buy a geforce 6600 for $100 and dedicate it to physics.
For many things that must be synced (projectile velocity, etc) it wouldn't be of much help. For those that are into such things, the non-interactive elements such as flying gibs or dust effects... things that 99% of the time don't affect gameplay but do affect eyecandy... would benefit.
Of course, the other side is that if the game is merged with an API, then you would have the same result using either the hardware or a software emulation, but the processing of such would be last CPU intensive or generally faster with the dedicated card (such as back when you *could* run many GL/d3d games in software mode, but with hardware it looked much nicer and generally ran smoother).
Whether or not it's workable in the GPU depends on the bandwidth available. I'll admit I don't know what kind of utilization PCI Express busses are seeing with graphics accelerators these days, but for "interactive" physics calculations, the data will need a ton o' bandwidth to feed back into the game engine.
"Incidental" physics, like dust spray or blood spatter that don't affect the game at all except as eyecandy, can be done as a last step by the GPU with no feedback to the game whatsoever. Obstructions, objects large enough to cause damage, etc... will all have to be done in a manner where the results are calculated and both displayed *and* routed back to the engine so that the affect on gameplay can be assessed.
If there's room on the bus, you could do both. I honestly have no idea.
is it just me or the explosion seems to be somewhat in slow motion? i think blasting something (as shown in tv) is very fast that you do not see the shrapnels flying slowly (it seems the videos of tornados offer even faster movements.) maybe they just enhanced their effect to make it wow instead of actually patterning it to actual stuff (like did they really study ballistics or explosions?) another money milking machine.
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i find the explosions to be weird. it seems they are in slow motion. looking at actual explosions in tv, you almost hardly see debris flying unless they are played frame by frame. it seems they are doing this for the wow factor instead. another way to milk money. i feel that real world explosions, blood spatter, and other violent and gory stuff do not match the supposedly "real" things the game does. (of course i cannot bash them to the extent because i have to consider the computing power required, etc.)
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But getting back on topic - FPGA's - as the parent quite rightly states - will never matched dedicated silicon. Just saying I think they have a lot better cost/performance than perhaps they are currently credited with. The main thing to remember about FPGA is Altera and Xilinx are both heading towards the 65nm bleeding edge now (just slightly behind Intel). This is because the foundries love FPGA as it's repeatable architecture is great for the debug of new processes - hence FPGA is usually on the cutting edge.
With all the emphasis on increasingly realistic graphics it's logical to expect that there's going to be a drive to produce more accurate physics. That said, Ageia might find it's cards rendered obsolete within a short period of time.
Right now developers likely to develop a game with gameplay features that make a physics card manditory. It's kind of like the hard drive on the PS2. So, for a while all we'll see are novelty uses for physics, kind of like City of Villains. The problem is that, at least from what I've seen from that game, the load on the CPU still isn't a problem.
Games are currently pushing the limits of video cards, not CPUs. A reasonably powerful PC should have power to spare for some physics. Of course that's also dependent on programmers not being overly reliant on powerful hardware and actually doing efficient coding.
Anyway, the point is that by the time we see physics being pervasive in games nVidia and ATI will almost certainly have physics processors integrated onto their video cards. Either that or Intel and AMD multi-core processors will more than be able to handle the burden of processing physics.
Either way it will likely make the Ageia processors of irrelevant. Except for those consumers in the interim looking for a cheaper method of physics acceleration.
Sorry if this sounds ignorant... but I have a fairly good grasp of the kind of physics that would be required in a game... for example in Quake or something like that. That said, here's my question:
... I write code (usually parallel, using MPI, for speed) that is obviously very physics intense. What the code amounts to is calculating forces between fluid elements and integrating Newton's 2nd law for them. Do these new Physics co-processors offer anything such that I could improve performance in my simulations? I flat out don't know. Anybody?
I am a computational physicist
Mike.
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