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Ageia PhysX Tested

MojoKid writes "When Mountain View California start-up Ageia announced a new co-processor architecture for Desktop 3D Graphics that off-loaded the heavy burden physics places on the CPU-GPU rendering pipeline, the industry applauded what looked like the enabling of a new era of PC Gaming realism. Of course, on paper and in PowerPoint, things always look impressive, so many waited with baited breath for hardware to ship. That day has come and HotHardware has fully tested a new card shipped from BFG Tech, built on Ageia's new PPU. But is this technology evolutionary or revolutionary? "

179 comments

  1. Revolutionary by uzor · · Score: 1

    Well, since there hasn't been anything like it before, it would be Revolutionary by definition. However, I think that it will be a little while before we can really make any intelligent conclusion on the matter as it is still way to early in the development cycle for any kind of "review" to be valid. What, with one game and one demo as all that is available? Too soon.

    1. Re:Revolutionary by MrCopilot · · Score: 1
      Well, since there hasn't been anything like it before, it would be Revolutionary by definition.

      Actually I think that definition is a little closer to Evolutionary than revolutionary.

      To be revolutionary it has to cause change in the industry.Something makes it so from now on all cards/computers will ship with one, all new games will require them.

      Revolutionary products aren't usually judged as such on release just upon reflection. 3dfx is good example of a revolutionary change in the graphics industry. (Many people did call it revolutionary on release, however I never bought one. I waited until the revolution actually came and bought the new "standard" However the new standard was not a second graphics adapter daisy chained to the VGA adapter, It was a Vga adapter with 3d)

      --
      OSGGFG - Open Source Gamers Guide to Free Games
    2. Re:Revolutionary by Cueba11 · · Score: 1

      Some news from Ageia's CEO about where he sees the future of the chip... http://blog.pcformat.co.uk/page/pcformat?entry=exc lusive_interview_with_the_ceo

  2. Spelling fix. by Anonymous Coward · · Score: 0

    It's bated breath, not baited.

    Bated as in masturbated.

    1. Re:Spelling fix. by Gideon+Fubar · · Score: 1

      actually, it's bated as in abated, as in stopped.

      but whatever turns you on...

      --
      http://www.xkcd.com/354/
    2. Re:Spelling fix. by SredniVashtar · · Score: 1

      Actually, I just assumed that people had eaten a lot of sashimi and "baited" was intentional.

    3. Re:Spelling fix. by Illbay · · Score: 1

      Or maybe he's been consuming quite a bit of krill?

      --
      Any technology distinguishable from magic is insufficiently advanced.
    4. Re:Spelling fix. by MobileTatsu-NJG · · Score: 1

      "It's bated breath, not baited.

      Bated as in masturbated."


      We value your expertise on masterbation breath. Thank you.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    5. Re:Spelling fix. by HermanAB · · Score: 1

      Well, maybe his breath really does smell of fish bait...

      --
      Oh well, what the hell...
    6. Re:Spelling fix. by Bombula · · Score: 1

      It's clear these types of errors have a profound affect on you.

      --
      A-Bomb
  3. Looks like... by nathan+s · · Score: 5, Funny

    ...they could use a card dedicated to keeping their server up when Slashdot finds it. It's already down for me.

    1. Re:Looks like... by Anonymous Coward · · Score: 3, Informative
    2. Re:Looks like... by Anonymous Coward · · Score: 0

      Service Unavailable...

      Sigh... So much for the slashdot effect diminishing...

      anybody got a mirror? :/

    3. Re:Looks like... by Grey_14 · · Score: 2, Funny

      whoa, for a second there I thought you were linking to such a card,

    4. Re:Looks like... by Tyrion+Moath · · Score: 1

      Even the mirror was already Slashdotted. Impressive.

    5. Re:Looks like... by Anonymous Coward · · Score: 0

      So you are saying their server isn't evolutionary or revolutionary, but stationary.

    6. Re:Looks like... by CODiNE · · Score: 2, Funny

      Naw man, that's just a REALISTIC rendering of how their server would respond if each connection was like a shot from a BB gun. That's some seriously FINE GRAINED Physics processing!

      --
      Cwm, fjord-bank glyphs vext quiz
    7. Re:Looks like... by uzor · · Score: 2, Funny

      That would be cool. An Anti-Slashdot Effect Hardware Accellerator!! Sign me up!

    8. Re:Looks like... by OwnedByTwoCats · · Score: 1

      That link didn't work, either. :-(

    9. Re:Looks like... by Firehed · · Score: 2, Funny

      We already have that. It's called RAM.

      --
      How are sites slashdotted when nobody reads TFAs?
  4. Wave of the future... by JoeLinux · · Score: 3, Insightful

    Since Mainframes, I've always thought it makes more sense to modularize hardware.

    While studying for my EE, I often wondered what the purpose of having a clock was, since so much of the individual chips often had finished their calculations before the next clock cycle came around.

    I think we are going to see the clock go away, replaced with "Data Ready" lines, which will also help heavily in determining the bottlenecks in a given system (Hint: it's the system that is taking the longest to put up the "Data Ready" flag).

    I also think that optics will be the way of the future. Quantum will be like Mechanical Television: cute idea, but impractical for mass production.

    Optics. Think of it this way: Imagine a bus that can address individual I/O cards with full duplex, simply by using different colors for the lasers. Motherboards are going to get a lot smaller.

    That's my opinion, anyway.

    Joe

    ---
    Q:Why couldn't Helen Keller drive?

    A:Because she was a woman.

    1. Re:Wave of the future... by daVinci1980 · · Score: 3, Insightful

      Having a Data Ready flag doesn't solve the problem that a clock solves. How do you know when you can read your 'Data Ready' flag? How do you know that your current reading of 'Data Ready' is really new data, and not the same data you haven't picked up yet?

      A clock is a syncronization scheme, and it solves a very low-level issue: How do I syncronize my reads and writes on a physical level?

      Many people have tried to create systems that don't have clocks. Without exception, they have all failed or have been unscalable.

      --
      I currently have no clever signature witicism to add here.
    2. Re:Wave of the future... by AuMatar · · Score: 4, Interesting

      The purpose of a clock- ease of development. With a clock, you can advance new input into the next pipe stage at known intervals, allowing each stage to finish completely. Without a clock, you need to make sure that no circuit feeds its data into the next part too soon. Doing so would end up causing glitches. For example, if the wire that says to write RAM comes in at time t=0, but the new address comes in at time t=1, you could corrupt whatever address was on the line previously. With a clock, all signals update at the same time.

      Its possible to make simple circuits go the clockless route. Complex circuits are nearly impossible. There's no way a p4 could be made clockless, the complexity of such an undertaking is mind boggling. Even testing it would be nearly impossible.

      The problem with data ready flags is the same as with the rest of the circuit- how do you prevent glitches without a latching mechanism?

      And this isn't about modularizing hardware. Its about adding extra processing power with specific hardware optimizations for physics computation. Wether its a good idea or not depends on how much we need the extra power. I'm not about to run out and buy one though.

      Actually, in desktops to day the trend is to remove modularization. AMD got a nice speedboost by moving the memory controller into the Athlon (at the cost of requiring a new chip design for new memory types). I'd expect to see more of that in the future- speed boosts are drying up, and moving things like memory and bus controllers are low hanging fruit.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    3. Re:Wave of the future... by asliarun · · Score: 2, Interesting

      I'm not so sure about that. Down the years, the trend has usually been that companies have always released specialized chipsets or mini-CPUs that can take over some part of the CPU's workload. While this has worked in the short run (think math coprocessor), the CPU has become sufficiently powerful over time to negate the advantage. Look at it this way: If Intel/AMD releases a quad-core or octa-core CPU, in which each core is more powerful than the fastest single-core today, any of those cores could take up the physics processing workload. Best of all, this can happen without sacrificing performance on the other threads that're running. Furthermore, if Intel/AMD realizes that physics processing is becoming increasingly important, they will add special processing units for it in the future CPUs and come out with an additional instruction set, just like they've done for MMX/SSE. This would almost totally negate the value of having these specialized co-processors, albeit only in the long run. This will work as a quick fix for an immediate problem though.

      To cut a long story short, i think that these specialized chips solve today's problem, not tomorrow's. I predict that this company will get bought over by either nVidia/ATI or Intel/AMD.

    4. Re:Wave of the future... by drinkypoo · · Score: 1

      I/O is one of the areas that could really use some help. I envision a contactless bus where expansion devices are powered by induction; high-power devices could have good ol' electrical contacts. Just as PCI Express features 1-n lanes support, my fantasy bus uses multiple fiberoptic connections, with some slots supporting more than others for additional bandwidth.

      The only thing on the motherboard would be the bus arbitrator. Everything else would go into a module. Modules would also be able to not only have multiple lanes per slot, but also take up multiple slots, and use aggregate bandwidth for communications, so if a module needs two lanes but needs to physically be two slots in size, it can get those two lanes from single-lane slots and not need to take up, say, a one-lane slot AND a multi-lane slot in order to get the needed number of lanes.

      Ideally, all of our interfaces will move to fiber as well, with conductors only for power, like the supposedly planned future upgrade to 3.2Gbps firewire.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Wave of the future... by Watson+Ladd · · Score: 1

      But physics developers don't take advantage of the many libraries like BLAS avalible to speed up vector computation. Instead the compilier is left to do the dirty work. Radical thought: Let's use code that takes advantage of machine- and processor- specific flags to optimize matrix and vector operations and use that to do matrix and vector stuff. This card isn't open, but I think it would only be an optimized sparse matrix solving chip.

      --
      Inventions have long since reached their limit, and I see no hope for further development.-- Frontinus, 1st cent. AD
    6. Re:Wave of the future... by dilvish_the_damned · · Score: 1

      While studying for my EE, I often wondered what the purpose of having a clock was
      No clock, no data. Did you pass?

      --
      I think you underestimate just how much I just dont care.
    7. Re:Wave of the future... by HoboMaster · · Score: 1

      "Q:Why couldn't Helen Keller drive?

      A:Because she was a woman."

      Q: Why can't Ray Charles drive?

      A: Because he's blind. Racist.

      --
      Remember kids, tin foil doesn't work, so use LeadHat.
    8. Re:Wave of the future... by JoeLinux · · Score: 1
    9. Re:Wave of the future... by misleb · · Score: 1

      Perhaps if the "Data Ready" acted as an interrupt rather than a passive line that is polled.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    10. Re:Wave of the future... by Anonymous Coward · · Score: 0

      It's "Q: Why can't Ray Charles read?" you dumb cracker.

    11. Re:Wave of the future... by complete+loony · · Score: 4, Insightful
      Of course this argument falls down with graphics processing. While it is true that today's CPUs could probably process the graphics engine from games 5-7 years old, the bandwidth and processing requirements of current generation games is very different to the types of problems CPUs normally handle. It's a type of problem that generic CPUs can't keep up with. Physics may be a similar type of problem, one that can be performed far more efficiently than a current CPU can handle. That said, there has to be a large market for such a device to fund the R&D for future revisions or the generic CPU will catch up again.

      With graphics, small visual differences between hardware implementations are not a big problem. Physics processing needs a standard interface, and precise specs on what the output should be. If there is only going to be one vendor, and one proprietary interface, this market will fail.

      --
      09F91102 no, 455FE104 nope, F190A1E8 uh-uh, 7A5F8A09 that's not it, C87294CE no. Ah! 452F6E403CDF10714E41DFAA257D313F.
    12. Re:Wave of the future... by AuMatar · · Score: 1

      An ARM has nowhere near the performance or complexity of a Pentium chip. They're nice for what they do, but comparing the two of them is laughable, we're talking at least an order of magnitude difference in processing power, and probably 2 in complexity. Beyond that I won't comment because I'm unable to find decent third party commentary on the chip, but I would be highly surprised if the full thing was truely clockless. At the very least the interface to memory is, as it says so on their own webpage "standard synchronous interface". My bet is that parts of the chip are asynchronous and capable of being shut off, and parts aren't. But I haven't examined one to say for certain.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    13. Re:Wave of the future... by TerranFury · · Score: 1

      A lot of people say that the future is optical, but I'm not sure the physics allows it. Optical wavelengths are much, much longer than is the wavelength of the electron until you get up to x-rays. That means that feature sizes on some hypothetical optical chip would necessarily be much larger than are feature sizes on an electronic chip. Fiber might be appropriate, as you said, for tying chips together on the motherboard, but that's about it.

    14. Re:Wave of the future... by Khyber · · Score: 1

      Well, to me, the answer seems simple (downmod at will) but if you're using lasers of different colors, can you not time them by figuring out the differences of their wavelengths? (Hertz/second for a wave?) I'd think this may perhaps be very simple to accomplish if we knew/could control perfectly the wavelengths of light that we use, then create programs that work in this manner.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    15. Re:Wave of the future... by Anonymous Coward · · Score: 0

      I'm glad that your post seems simple to someone...

    16. Re:Wave of the future... by smackt4rd · · Score: 1
      I think we are going to see the clock go away, replaced with "Data Ready" lines, which will also help heavily in determining the bottlenecks in a given system (Hint: it's the system that is taking the longest to put up the "Data Ready" flag).
      Exactly :) I took a class on asynchronous logic design this semester. Pretty interesting stuff. (prof is quoted in this article :) It's still not widely accepted yet, but it does have alot of advantages over synchronous circuits. http://www.embedded.com/showArticle.jhtml?articleI D=181500998
    17. Re:Wave of the future... by Anonymous Coward · · Score: 0

      You're a software developer aren't you?

    18. Re:Wave of the future... by Short+Circuit · · Score: 2, Informative

      Multi-stage processors have latching mechanisms between stages that release on a clock pulse. I think what he meant by "data ready flags" was to allow the latches between the stages to unlock automatically, instead of being dependant on a chipwide clock signal.

      But then, I'm only working on a Bachelor's in Computer Information Systems...what would I know about signalling in a complex silicon device?

    19. Re:Wave of the future... by AuMatar · · Score: 1

      The same problem remains- how do you prevent glitches on the data ready lines? If an operation takes 1 ns but the data ready line spikes high for .1ns at .5ns, that could cause a disaster.

      And I have a bachelor's in computer engineering. WHich means I have designed both synchronous and asynchronous circuits.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    20. Re:Wave of the future... by Anonymous Coward · · Score: 0

      Not really. Those designs aren't scalable. You can obtain most of the power savings of such a design with gating, and not have to deal with the complexity and thermal-sensitivity.

    21. Re:Wave of the future... by deKernel · · Score: 1

      Sorry, but your computer engineering degree does NOT mean much in this area. I have an degree in Electrical Engineering, and I am telling you it can be done. The problem is that most engineers use clocks as a crutch. It makes things easier, but that doesn't mean that synchronous designs are good: they are just easier to understand and debug.

    22. Re:Wave of the future... by hackwrench · · Score: 2, Informative

      Set a data request line. When the data request line is cleared and the data ready line is set, then the data is new data.

    23. Re:Wave of the future... by Slithe · · Score: 1

      >> but that doesn't mean that synchronous designs are good: they are just easier to understand and debug.

      Which typically means that they (synchronous designs) win. I am a Phyiscs major, so I know almost nothing about the topic though. :)

      --
      ---- "XML is like violence. If it doesn't fix the problem, you aren't using enough."
    24. Re:Wave of the future... by Anonymous Coward · · Score: 0
      Asynchronous circuits are cute, but they have a horrible problem when the underlying technology (silicon delays) advances, or simply has a lot of variability. The clocked design does hold up everything so that the slowest component can finish - and the solution you are looking for is likely a lot of small (think RISC) circuits with fast clocks and your data ready lines. My preference is to have one systemwide master fast-clock that everything else works to - it eliminates funny race conditions that only come up one in a trillion operations.



      If you base a whole design on asynchronous delay lines, they will actually have to have more "pad" in them to account for variability of the slowest delay in the circuits. I taught digital design for a few years in grad school, then came to industry to see the first system I was working with have a bunch of inverters used as a delay line to cure a race condition. That particular design required purchase of legacy technology within just a year or two because the new "standard" inverter chips didn't have sufficient delay to serve the purpose. My later re-design was clocked, synchronous and rock solid (until the FPGA we built it in was discontinued, but that's another story....)

    25. Re:Wave of the future... by AuMatar · · Score: 1

      Computer engineering, means I basicly am an EE with a CS minor (the difference between EE and compE is 2 courses in EE). The fact is synchronous designs are FAR easier to design and debug. If we had all asynchronous designs, the processor would never have been invented at all- they're just far too complicated. Clockless is good for small, simple, single purpose circuits, not for anything complex. There's just too many places it can screw up.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    26. Re:Wave of the future... by slavik1337 · · Score: 1

      OpenGL was first made by Silicon Graphics ... it was simply GL back then. DirectX is made by one company. EAX comes from Creative. How does the market fail exactly?

      --
      just my 2 bytes
    27. Re:Wave of the future... by l0b0 · · Score: 1

      Sounds like the processor could be made clockless by modularization, using asynchroneous internals with synchronized interfaces. Or am I way off now?

    28. Re:Wave of the future... by JollyFinn · · Score: 1

      Of course this argument falls down with graphics processing. While it is true that today's CPUs could probably process the graphics engine from games 5-7 years old,

      Not really. Quake3 and tux racer are few examples which the software based approach isn't cutting it.
      And thats with athlon64 3000 with integrated graphics. There is either very bad quality of graphics compared to dedicated card or slideshow.

      It's a type of problem that generic CPUs can't keep up with. Physics may be a similar type of problem, one that can be performed far more efficiently than a current CPU can handle. That said, there has to be a large market for such a device to fund the R&D for future revisions or the generic CPU will catch up again.

      The special purpose hardware is practicly always faster than more general purpose given same die area and power constraints, the R&D required for beating the generic CPU isn't large. Think about P4 it has 40+ million logic transistors. You can do 32bit adder in less than 1000 transistors. So doing 40 000 parallel additions per cycle running Ghz range could be done on P4 transistor and power budgets and clockspeeds, but doing it in ASIC design instead of custom logic probably makes it run under 500mhz for reduced design costs. Its amazing how inefficient the general purpose computer actually is. The special purpose isn't that effectice since you need to have some book keeping logic, and data paths moving data etc... but there again, CPU needs to do same things in software. And "if then else" done in hardwired transistors is almost order of magnitude more efficient addition we talked about, while on CPU its over order of magnitude slower. Then again there is hint that agea hardware is programmable instead of completely hardwired, so it isn't really asic VS truly general purpose, but something in between.

      AGEIA's hardware is implemented in 0.13u process, its TWO process generations behind intel CPUs. Which could mean for it 4x more parallel operations, for given power budget compared to current implementation. We could expect it to get 1 generation behind CPU:s if it gets enough sales.
      So yes its clear that if ageia could fund its R&D it is going to beat CPU:s big time in physics calculations. Also its clear that ageias R&D costs are not huge, as its funding isn't that large. If it makes 10$ per ppu and sells 1 million per year it could stay ahead of CPU:s forever. However they make right now probably a lot more than that per PPU and inorder to keep game makers supporting their hardware they would need to be atleast in 10% of the sold PC:s after a while, and at that point they probably make in every year atleast twice as much gross profit to pay their R&D than their entire funding for last 4 years.

      --
      Emacs is good operating system, but it has one flaw: Its text editor could be better.
    29. Re:Wave of the future... by monkeyGrease · · Score: 1

      Physics processing needs a standard interface, and precise specs on what the output should be. If there is only going to be one vendor, and one proprietary interface, this market will fail.

      I could not agree more. Competitive multiplayer games in particular would depend on this, and even more specificly, simulation centric games. The biggest case being racing simulation games where differences in 0.01s in laptimes are significant.

      So what this requires is something as specified as IEEE floating point, but for a physics enabling coprocessor. Honestly, I think this really just means a generalized vector matrix coprocessor specification. Higher level physics simulation tradeoffs are just too varied (time integration scheme, collision detection and response, etc) for a 'physics' coprocessor. Just give us packed sparse matrix formats with vector matrix multiplies, vector SIMD stuff, etc, all conforming to IEEE floating point.

      So much of the heavy lifting of physics processing boils down to solving linear systems, and much of that often boils down to sparse or dense matrix vector multiplies.

    30. Re:Wave of the future... by Yunzil · · Score: 1

      It makes things easier, but that doesn't mean that synchronous designs are good: they are just easier to understand and debug.

      I don't know where you got your degree, but a design that is easier to understand and debug is good. :)

    31. Re:Wave of the future... by harrkev · · Score: 1

      Since you seem to know a little more about this than me...

      Where are good references about asynch design?

      I have a MsEE, and design logic for FPGAs for a living. I would like to learn more about asynch design, but the best that I have been able to find is either a bunch of useless marketing junk, or info that is at such a high level as to be useless.

      Any links?

      --
      "-1 Troll" is the apparently the same as "-1 I disagree with you."
  5. Anandtech too ... by Anonymous Coward · · Score: 3, Informative

    The link: http://www.anandtech.com/video/showdoc.aspx?i=2751

    Short summary: Great for synthetic benchmarks, probably not real-world ready.

    1. Re:Anandtech too ... by arthurh3535 · · Score: 1

      Actually, City of Villains (with the currently being tested i7) fully supports the Aegia Physics processor (hardware and software.)

      Very cool things with cars smashing to peices in certain missions.

      --
      No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
  6. Looks like PPUs don't help webservers by Anonymous Coward · · Score: 0

    Slashdotted instantly. Perhaps PPUs will be good for rendering simulations of the Slashdot Effect.

  7. s/baited breath/bated breath/g by Anonymous Coward · · Score: 0

    ... honestly

    1. Re:s/baited breath/bated breath/g by Anonymous Coward · · Score: 0

      ...baited breasts?

  8. /.'ed by njvic · · Score: 0, Redundant

    Someone needs to come up with a chip to offload slashdot traffic!

  9. Will it fly? by IlliniECE · · Score: 0

    Its a neat idea, but at what they're charging, will many people add yet another card to their motherboard?(Heck, my PCI-e slots are already jammed full)

  10. Slashdotted, but I got the first page by mobby_6kl · · Score: 4, Informative

    Without question, one of the hottest topics throughout the industry this year has been the advent of the discrete physics processor or "PPU" (Physics Processing Unit). Developed by a new startup company called Ageia, this new physics processor gives game developers the opportunity to create entirely new game-play characteristics that were not considered possible using standard hardware. Since its original inception, both CPU and GPU vendors have come to the spotlight to showcase the ability to process physics on their respective hardware. However, the Ageia PhysX PPU is the only viable solution which is readily available to consumers.

    For the foreseeable future, the only vendors which will be manufacturing and selling physics processors based on the Ageia PhysX PPU are ASUS and BFG. With ASUS primarily focusing on the OEM market, BFG will enjoy a monopoly of sorts within the retail channel, as they will comprise the vast majority of all available cards on store shelves. Today, we will be running a retail sample of BFG's first ever Physics processor through its paces. Judging from the packaging alone, you can tell that this box contains something out of the ordinary. Housed in an unusual triangular box with a flip-down front panel, consumers can glimpse the card's heatsink assembly through a clear plastic window.

    BFG Tech PhysX
    Card And Bundle

    Flipping the box, consumers are presented with a quick listing of features complete with summaries and a small screen-shot. Most importantly, the package also lists the small handful of games which actually support the PPU hardware. This short list consists of City of Villains, Ghost Recon Advanced Warfighter, and Bet on Soldier: Blood Sport.

    Upon opening the packaging, we are presented with a standard fare of accessories. Beyond the actual card itself, we find a power cable splitter, a driver CD, a demo CD, and a quick install guide. Somewhat surprisingly, we also find a neon flyer warning of a driver issue with Ghost Recon Advanced Warfighter that instructs users to download the latest driver from Ageia to avoid the problem. This is a bit disheartening as there are only three games which currently support this hardware. With this in mind, it is hard to not feel as though the hardware is being rushed to market a bit sooner than it probably should have.

    Directing our attention to the card itself, we find a rather unassuming blue PCB with a somewhat standard aluminum active heatsink assembly. Amidst the collection of power circuitry, we also find a 4-pin molex power connector to feed the card as a standard PCI slot does not provide adequate power source for the processor. At first glance, the card looks remarkably similar to a mainstream graphics card. It's not until you see the bare back-plate with no connectivity options that you realize this is not a GeForce 6600 or similar product.

    Thankfully, the BFG PhysX card does not incorporate yet another massive dual-slot heatsink assembly as so many new pieces of high-end hardware do these days. Rather, we find a small single-slot active heatsink that manages to effectively cool the PPU while keeping noise at a minimum. Removing the heatsink, we were pleased to find that BFG has done an excellent job of applying the proper amount of thermal paste and that the base of the heatsink was flat with no dead spots. After powering the system, we see that BFG has dressed the card up with three blue LED's to appease those with case windows.

    With the heatsink removed, we have our first opportunity to glimpse the Ageia PhysX PPU in all its glory. Manufactured on a 0.13u process at TSMC, the die is comprised of 125 million transistors. Overall, the size of the die is slightly larger than the memory modules which surround it. Looking closely at the board, we see that the 128MB of memory consists of Samsung K4J55323QF-GC20 GDDR3 SDRAM which are rated for a maximum frequency of 500MHz. Unfortunately, neither BFG nor Ageia have disclosed what frequency the PPU memory and core operate at, so we are unsure

    1. Re:Slashdotted, but I got the first page by Novotny · · Score: 1

      This has been all over the web in recent days - a lot of the reviews seem to be saying the card is under-utilised at the moment. Whether that changes or not depends on whether the big system builders start to deploy it as standard, and/or the next gen console titles require it to adequately port. Either way, this couold be an albatross - we really need to see what nvidia/ati can do...

    2. Re:Slashdotted, but I got the first page by Anonymous+Writer · · Score: 1

      I came across something called Unity a while back. Apparently it can work as a plugin for dashboard widgets, web pages, or be used to make full-screen games on the Mac or Windows platforms. The site says you use JavaScript, C#/Mono or Python for programming. Using runtime compiling languages seems strange if you're going to program a game that uses 3D because of speed, but somehow this thing manages. The thing I noticed is that it uses the Ageia physX Physics Engine. I suppose it is just a software implementation if you don't have the hardware, but I also think that if you have the card installed in your system, this 3D engine uses it automatically and transparently. I have no idea how good this is for 3D games, but I tried out the demonstration game and it seemed alright, at least for navigating through a 3D scene.

  11. Skeptical by HunterZ · · Score: 4, Interesting

    From what I was able to read of the article before it got slashdotted, it sounds like games that can take advantage of it require installation of the Ageia drivers whether you have the card or not. This leads me to believe that without the card installed, those games will use a software physics engine written by Ageia, which is likely to be unoptimized in an attempt to encourage users to buy the accelerator card.

    Also, it's likely to use a proprietary API (remember Glide? EAX?) that will make it difficult for competitors to create a wider market for this type of product. I really can't see myself investing in something that has limited support and is likely to be replaced by something designed around a non-proprietary API in the case that it does catch on.

    --
    Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    1. Re:Skeptical by JFMulder · · Score: 1

      Ever heard of OpenGL? If your don't have a card, the software driver will do the same thing, but slower. Same deal over here. I doubt it will be unoptimized anyway, developpers wouldn't put up with that.

    2. Re:Skeptical by Lord+Kano · · Score: 1

      Also, it's likely to use a proprietary API (remember Glide? EAX?) that will make it difficult for competitors to create a wider market for this type of product.

      I also remember that in its day Glide was faster and resulted in higher quality 3d than OpenGL or DirectX.

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    3. Re:Skeptical by david.given · · Score: 1
      This leads me to believe that without the card installed, those games will use a software physics engine written by Ageia, which is likely to be unoptimized in an attempt to encourage users to buy the accelerator card.

      I find myself a bit puzzled by what this thing's actually supposed to do for me. Given that there are currently no applications that require it (because since it's not actually shipping yet, it would be the kiss of death), then supporting the PbysX can make no difference to the actual gameplay --- because any games need to be able to run on machines without it. This means all it'll be good for is eye candy. Is it really worth spending money on the PhysX so you can get slightly prettier explosions, when instead you can spend the same amount of money on a better GPU or CPU so you'll get prettier everything?

      I'd also rather like to know what it actually is. There's practically no technical details out there. Obviously it's basically a DSP-ish processor on a card, with its own RAM, etc, but is it their own DSP or an off-the-shelf core?

      Because if it is a reasonably normal vector processor, then it'll be a shit hot one, and I'd love to see what else people can do with it. Screw games --- can it encode video? Process audio? Could you use it as the decoder for a software radio? What about speeding up statistical analysis for, say, really high-grade text searching or spam filtering? Is it suitable for simulating really big neural networks at a reasonable speed? What interesting applications could you come it with for a really high end vector processor attached to a high end PC, that people haven't already come up with?

    4. Re:Skeptical by HunterZ · · Score: 1

      Ever heard of OpenGL? If your don't have a card, the software driver will do the same thing, but slower. Same deal over here. I doubt it will be unoptimized anyway, developpers wouldn't put up with that.

      Yes, except that OpenGL was and is an open standard. It's not controlled by one company who is trying to push a product that accelerates software which uses their API.

      --
      Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    5. Re:Skeptical by HunterZ · · Score: 5, Insightful

      I also remember that in its day Glide was faster and resulted in higher quality 3d than OpenGL or DirectX.

      For a while, since 3dfx was the only one innovating for a while. Once they got hold of the market, nobody else could because the games only supported Glide, and nobody else was able to make Glide-supported hardware due to it being a proprietary API.

      Then nVidia came along with superior cards that only supported Direct3D and OpenGL because Glide was 3dfx proprietary. Game developers were forced to switch to D3D/OpenGL to support the new wider array of hardware. Since 3dfx cards were overly-optimized for Glide, this resulted in games that ran crappy on 3dfx hardware but great on nVidia. The rest is history.

      EAX is a similar story. Creative owns it, but what has happened is that many game developers don't bother to take advantage of it, instead relying on DirectSound3D or OpenAL as the lowest-common-denominator. The widespread use of SDKs suck as Miles Sound System do also help to allow transparent use of various sounds API features though, so mileage varies. Personally, I've been without Creative products for years now and haven't missed them one but. I'm currently waiting for the next generation of DDL/DTS Connect sound cards to come out, and then I'll give those a shot.

      The same thing is likely to happen here; competitors will make their own products, but because they won't be able the use the PhysX engine they will make their own. It will be an open API because they'll have to band together to get game developers to support their cards. Ageia will be forced to add driver support for the standard API, but it won't perform as well on their cards. If they're smart, they'll either open the API early on, or else release new hardware built around the open API. This is all assuming the PPUs even catch on, of course.

      The problem with the PC gaming hardware market is that when there's only one company making a certain type of product, they tend to stop innovating. Then, when someone else develops a competing product they try to use marketing to stay ahead instead of coming up with more competitive products. Sometimes gamers see through the marketing (3dfx) and sometimes they have a harder time doing so (EAX). It will be interesting to see how it turns out this time.

      --
      Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    6. Re:Skeptical by HunterZ · · Score: 1

      I'm not sure what indicates that it's a DSP. I'm not much of a hardware guy, but aren't DSPs intended to operate on a stream of data? I don't think that's what's going on here.

      It looks like the way they're setting it up is that they're building a physics engine that can offload some of its processing to this card. Apparently this is reflected in these initial games in the form of additional dynamic objects in the game environments.

      --
      Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    7. Re:Skeptical by TimboJones · · Score: 1
      The problem with the PC gaming hardware market is that when there's only one company making a certain type of product, they tend to stop innovating.
      s/PC gaming hardware/any/

      Of course, as you say, if the market is lucrative enough, competitors will come in and compete with superior products using non-proprietary standards.

      SSDD
    8. Re:Skeptical by misleb · · Score: 1

      Certainly there would eventually need to be some kind of standard DirectX abstraction for physics . I would not bet on vendors agreeing one by themselves. Anyone know if Microsoft has any plans on a physics API?

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    9. Re:Skeptical by Anonymous Coward · · Score: 0

      I also remember that in its day Glide was faster and resulted in higher quality 3d than OpenGL or DirectX.

      Solely because 3DFX wanted to force people to develop to their proprietary API, in order to lock out the competition, and therefore they crippled their DirectX and OpenGL drivers.

      This was bad for everyone apart from 3DFX - both consumers and developers suffered. Thank God Microsoft came along and used their monopoly power to commoditise the 3D card market by forcing developers to code to an API that was available for 3DFX's competitors to target. NVidia released a card with DirectX drivers that made 3DFX's proprietary best look like shit, and the rest is history.

    10. Re:Skeptical by misleb · · Score: 1

      I find myself a bit puzzled by what this thing's actually supposed to do for me. Given that there are currently no applications that require it (because since it's not actually shipping yet, it would be the kiss of death), then supporting the PbysX can make no difference to the actual gameplay --- because any games need to be able to run on machines without it. This means all it'll be good for is eye candy. Is it really worth spending money on the PhysX so you can get slightly prettier explosions, when instead you can spend the same amount of money on a better GPU or CPU so you'll get prettier everything?

      Well, if you've already maxed out your CPU (where upgrading would mean new motherboard and RAM) and you already have a good GPU, why not consider getting a physics processor to give new games an extra kick? I know i'd consider it with my current system. I just got Oblivion and I am running with a a good GPU but the bare minimum CPU, I think offloading the physics from the CPU would speed the game up nicely without having to gut my machine.

      I'm not exactly a hardcore gamer, but I know those guys will do anything to sqeeze some extra performance out of games. Sometimes it can mean the difference between kicking ass and becoming brick mortar.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    11. Re:Skeptical by aarku · · Score: 2, Insightful

      It absolutely is optimized in software. That's ridiculous. My own little informal tests have put it high and above Newton and ODE for a lot of cases, and who knows about Havok. (too damn expensive to try)

      I think most people don't realize it's a great physics engine by itself that has the added bonus of supporting dedicated hardware. Plus, a lot of the larger developers presumably have source access, so if it doesn't look optimized or if there are big /* LOL THIS'll MAKE EM BUY A CARD */ comments... well... Unreal 3 and everyone else wouldn't be using it would it then?

    12. Re:Skeptical by Cyno · · Score: 1

      Although they may not be use the latest cheap hardware, free software advocates tend to see through the marketing most of the time. If you're ever curious, you might think to ask a free software advocate, its possible they're not entirely crazy.

    13. Re:Skeptical by Alioth · · Score: 1

      It's also going to disappear without much fanfare because it's pointless. It's far better to spend the extra money on a dual (or more) core processor which can be used for all your computing needs, rather than fewer general purpose cores and an expensive single use card. Dual core processors make it redundant before it's even come out.

  12. AT Review by AgentDib · · Score: 0, Redundant

    Reposted link for those who missed the AC post:
    http://www.anandtech.com/video/showdoc.aspx?i=2751

    There's an excellent review up at AT.

  13. Maybe the world isn't ready by Eideewt · · Score: 2, Insightful

    I think that while this card can do some amazing physics stuff, we aren't ready to make use of that capability for anything more than a little eye candy. Not in networked games, at least. Trying to keep everyone's world in sync is hard enough as it is, without adding even more objects that need to appear in the same place for everyone.

    1. Re:Maybe the world isn't ready by Anonymous Coward · · Score: 0

      Keeping networked players in sync wouldn't be any more difficult with this. The only info that ever absolutely needs to be transmitted is player input, since at its most basic every object's velocity is just scripted position + player input.

    2. Re:Maybe the world isn't ready by Solra+Bizna · · Score: 1

      Oops, dropped a packet. Everybody re-roll a few frames.

      -:sigma.SB

      --
      WARN
      THERE IS ANOTHER SYSTEM
    3. Re:Maybe the world isn't ready by illumin8 · · Score: 1

      Not in networked games, at least. Trying to keep everyone's world in sync is hard enough as it is, without adding even more objects that need to appear in the same place for everyone.

      Actually, I think this problem could be solved with a little bit of creative coding. You see, you don't really need to send the complete position of every object during the movement. You could just send the starting point of each object, and the amount of force applied to it, and let the PPU on each client computer work out the path that object will take.

      You might want to send the end point or check because of course you don't wnat to trust the client, but I think so long as the physics are calculated the same way on every PPU (same results every time), the start point, force applied, and direction of that force, should be adequate.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    4. Re:Maybe the world isn't ready by Eideewt · · Score: 1

      Regardless, that's a lot of objects to send force info for, plus everyone needs to get their objects moving at the same time. I'm sure creative coding can do a lot to mitigate the problem, but if it were easy to keep a bunch of clients in sync then we wouldn't ever see lag.

  14. Slashdotted in under a minute... by ZSpade · · Score: 0, Offtopic

    The one time I go to actually read the artical and it's been Slashdotted.

    Here is an alternative artical for anyone interested:

    AGEIA PhysX tested with GRAW and Cell Factor

    --
    Go ahead and call me unreliable; reliable is just a synonym for predictable.
    1. Re:Slashdotted in under a minute... by Anonymous Coward · · Score: 0

      If you wanna do something great, first learn how to spell "article"

    2. Re:Slashdotted in under a minute... by Anonymous Coward · · Score: 0

      fuk u niggr

  15. Coral Cache link by Anonymous Coward · · Score: 2, Informative
  16. Quantum Computers by compact_support · · Score: 1

    I'm not sure what you've heard quantum computers promise to do. I agree with you that optical computers, or rather, some form of classical computer will be the predominant type.

    As far as we know, quantum computers can do (a) few things better than a classical computer:

    Factoring numbers (this is why they'll kill public key encryption as it stands now)

    Computing discrete logarithms (another function of cryptographic interest)

    Search unstructured data (a quantum computer can do this in O(sqrt N) time as opposed to O(N) for a classical computer to run through every element)

    Simulate quantum systems (fairly obviously)

    Other than that, there's no asymptotic advantage to using quantum computers. For doing your taxes or even hosting the Transgalactic Wikipedia, classical computers are here to stay.

    compact_support

    1. Re:Quantum Computers by fabs64 · · Score: 1

      Computing least-cost algorithms in N time?

      There's a fair few useful algorithms that aren't in P but are in NP.

  17. Ghost Recon video by jmichaelg · · Score: 5, Informative

    Anandtech posted these video sequences to show what you see with and without the card.

    The Anandtech article states that the physics hardware slows down the framerates which Aegis can't possibly be happy about.

  18. it's BATED breath, dammit by Rimbo · · Score: 5, Insightful

    short for "abated"

    1. Re:it's BATED breath, dammit by The+Ape+With+No+Name · · Score: 1

      Thank you. I can't stand "baited breath." It makes me think people have a nightcrawler in their mouths.

      Wait for the response with a wikipedia link.....

      --
      Comparing it to Windows will be a moot point, since El Dorado is going to have a 40% larger code base than XP.
    2. Re:it's BATED breath, dammit by drewmca · · Score: 4, Funny

      I think your point is mute.

    3. Re:it's BATED breath, dammit by Anonymous Coward · · Score: 0

      Amen. This took way to long to be commented on .. however.

    4. Re:it's BATED breath, dammit by DeafByBeheading · · Score: 1

      For all intensive purposes, he was just towing the line.

      --
      Telltale Games: Bone, Sam and Max
    5. Re:it's BATED breath, dammit by RedOregon · · Score: 1

      Exactly where I first went, but no article there. This one is pretty good, though:

      http://www.worldwidewords.org/qa/qa-bai1.htm

      --
      Skivvy Niner? Email me!
      HEY! Look left just ONE MORE TIME!
    6. Re:it's BATED breath, dammit by loserMcloser · · Score: 1

      No, they all put worms and leeches in their mouths...

    7. Re:it's BATED breath, dammit by foniksonik · · Score: 1

      Maybe they'd had Sushi for lunch????/

      --
      A fool throws a stone into a well and a thousand sages can not remove it.
  19. Of course... by sinfree · · Score: 0

    It isn't worth much until games actually start using it.

  20. Anandtech already did a review - a while back by Ruff_ilb · · Score: 2, Informative

    http://www.anandtech.com/video/showdoc.aspx?i=2751

    "The added realism and immersion of playing Ghost Recon Advanced Warfighter with hardware physics is a huge success in this gamer's opinion. Granted, the improved visuals aren't the holy grail of game physics, but this is an excellent first step. In a fast fire fight with bullets streaming by, helicopters raining destruction from the heavens, and grenades tearing up the streets, the experience is just that much more hair raising with a PPU plugged in."

    --
    http://www.TheGamerNation.com/Forums
    1. Re:Anandtech already did a review - a while back by TubeSteak · · Score: 1
      [H]ardOCP played with the card & wrote an editorial (as opposed to a review)
      http://enthusiast.hardocp.com/article.html?art=MTA 1MiwxLCxoZW50aHVzaWFzdA

      Summary: At the moment, it's not worth it.

      That's pretty much what your Anandtech article says
      From Anandtech:
      For now, one or two games aren't going get a recommendation for spending the requisite $300, especially when we don't know the extent of what other developers are doing.
      --
      [Fuck Beta]
      o0t!
  21. no titles yet by jigjigga · · Score: 2, Interesting

    Ive been following them for a long time- their software demos blew my mind a few years ago (the one with the towers made of bricks that you could destroy oh so fun). We should wait for real games to make use of the physics. Ghost recon uses it as a gimmick. The tech demo game as listed in one of the articles is a real showing of what the card is capable of. When the game engines catch up and use it as an intrical part rather than a gimmick it will usher in a new era of gaming. It really will, look at what happened with hardware 3d.

  22. IT'S BOTH! by null+etc. · · Score: 0
    But is this technology evolutionary or revolutionary?

    Wow, I love how everyone sounds so intellectually sophisticated and interesting when they use such pithy phrases.

  23. Where's the competition? by cubeplayr · · Score: 3, Insightful

    Is there any competion for Aegis? Reviews are all fine and dandy but product comparisons is where the decisions should be made. It should be based on which PPU can perform a given task faster/better. Competition would also drive each competitor to better their own product to beat the other. However, they shouldn't be mutually exclusive (ie. If you use Product A, then you can't use a program with only Product B support).

    I wonder how long it will be before there is a mainstream demand for a separtate physics unit (probably as soon as games require them). It sounds like a great idea to take some of the load off the CPU. Does this mean that now game performance will be more directly linked to the speed and power of the GPU and PPU and that the CPU will be more of an I/O director and less of a number cruncher?

    I've seen numerous posts of people saying that they do not have any available PCI slots. Will the introduction of a new type of card lead to larger motherboards with more slots or might it lead to a small graphics card that does not monopolize the PCI space? Also, there is the concern of adding another heat source to the mix.

    "Get you facts first - then you can distort them as you please." -Mark Twain

    1. Re:Where's the competition? by IamTheRealMike · · Score: 1

      The competition is engines like Havok FX which run on a graphics card and provide "effects physics". This requires very modern graphics hardware but not a special card. Presumably the downside is that the extra load on the GPU reduces framerates or graphics quality in some other way, but I don't know enough to say. It'll be interesting to see how it works out at any rate.

    2. Re:Where's the competition? by The_Chicken_205 · · Score: 1

      HavokFX will use a 2nd graphics card. Afaik, it will use the whole card, i.e. no SLI / Crossfire.

      Framerate is reduced partly because of the offload performance hit (send data / read data from pci bus) and the fact that the number of objects rendered tends to increase hugely. Look for the CellFactor demo somewhere (Google Video -> CellFactor).

      Apparently this card can calculate enough physics objects to bring a current top of the range system to its knees... (i.e. Athlon FX60 with dual 7900 GTX512's)

      And Ghost Recon:AW only uses the card for graphical sparkle, I wouldn't recommend judging the PhysX capability on it, wait for Unreal3 engined games (Gods of War / Unreal Tournament 2007) for a better indicator.

      A good review I read from BitTech.

      --
      I need a new sig...
  24. PCI Express by ThurstonMoore · · Score: 1

    Why are these cards not PCI Express? Most anyone who would buy one of these would have a motherboard with PCI Express slots.

    1. Re:PCI Express by Anonymous Coward · · Score: 0

      Not all mobos have multiple PCI-E slots. Besides I think the standard PCI bus has enough bandwidth to cope with the PPU demands, for now.

    2. Re:PCI Express by Anonymous Coward · · Score: 0

      Ageia's site says that PCI-E cards are coming.

    3. Re:PCI Express by Vacuous · · Score: 1

      Most anyone who would buy this will have both (I've never seen a mobo with more then 2) PCI-E slots in use with dual graphics cards.

    4. Re:PCI Express by arkhan_jg · · Score: 1

      I think mainly because most motherboard manufacturers have a nasty habit of putting their pci-e x1 slots close to the pci-e x16 slots, thus making them also inaccessible if you have sli/crossfire, as well as the first pci slot.

      pci-e x1 is still somewhat of a niche feature (I don't know many x1 cards at all) but no doubt the card makers like BFG will produce a pci-e version in the near future if demand is there - which will probably come when cellfactor or unreal 3 engined games come out.

      --
      Remember kids, it's all fun and games until someone commits wholesale galactic genocide.
  25. Asynchronous Logic and CPUs by Anonymous Coward · · Score: 0

    If that was the case what you'd get was asynchronus logic. This has been done before, There have been many asynchronus digital computers. There was even an ARM compatable asynchronus CPU designed. Look up AMULET Project.

    What I really think you are talking about is a system that on a macroscopic level is asynchronus, but on a microscopic level is synchronus (e.g. Each chip has it's own internal clock, or each part of the chip has its own clock; However there is no more "System" clock).

    See http://www.cs.man.ac.uk/async/background/return_as ync.html

  26. Data parallel? by Analog+Squirrel · · Score: 1

    I wonder what this will mean to the people who are currently using GPUs for data parallel-ish computation? This is sort of a specialization of the GPGPU idea... I wonder if it would work well for doing "real" physics computation?

    --
    I'd rather be flying
    1. Re:Data parallel? by asadodetira · · Score: 1

      I would suspect that for games you don't need many significant digits in the solutions and the cards might not be optimized for solving problems of engineering of scientific interest.
      That said I think specialized hardware would be extremely useful for the most common numerical tasks such as solving a large linear system, or ODE solving.

  27. Evolutionary by phorm · · Score: 2, Interesting

    Not necessarily true. While dedicated cards for physics haven't existed, dedicated cards for other operations have, and much of the physics calculations themselves are still being done in games, just with an extra load on the CPU in software rather than a dedicated unit. As physics becomes a bigger focus in the realism of 3d games, perhaps it is in fact a foreseeable evolutionary step that specific devices would exist to process this.

    1. Re:Evolutionary by Mydron · · Score: 1

      While dedicated cards for physics haven't existed

      Dedicated cards? Probably. Dedicated computers? Definitely, especially if you consider that the very first computer was built to essentially perform physics calculations (artillery trajectories).

      Hardly revolutionary.

    2. Re:Evolutionary by Anonymous Coward · · Score: 0

      (artillery trajectories)

      That explains why they calculated stuff related to the building of nuclear bombs on it, huh?

      By the time ENIAC was developed, artillery trajectories were VERY well understood.

    3. Re:Evolutionary by KDR_11k · · Score: 1

      Actually the article you linked says this was just the first computer that was turing complete AND used only electronic components, the Z3 was a bit earlier but it used relays so that Wiki article doesn't count it as an "electronic computer".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  28. I don't see this as long lived by throx · · Score: 5, Interesting

    I really don't see a custom "Physics Processor" being a long-lived add-on for the PC platform. It's essentially just another floating point SIMD processor with specialized drivers for game engine physics. With multicore+hyperthreaded CPUs coming out very soon, the physics engines can be offloaded to extra processing units in your system rather than having to fork out money for a card that can only be used for a special purpose.

    In addition, there's already a hideously powerful SIMD engine in most gaming systems loosely called "the video card". With the advent of DirectX 10 hardware which lets the card GPU write it's intermediate calculations back to main memory rather than forcing it all out to the frame buffer, a whole bunch of physics processing can suddenly be done through the GPU.

    Lastly, the API to talk to these cards is single-vendor and proprietary. That's never been a long term solution for longevity (unless you're Microsoft), so it won't really take off until DirectX 11 or later integrates a DirectPhysics layer to allow multiple hardware vendors to compete without game devs having to write radically different code.

    So, between multicore/hyperthreaded CPUs and DirectX10 or better GPUs with a proprietary API to the card... cute hardware but not a long term solution.

    --

    Fear: When you see B8 00 4C CD 21 and know what it means

    1. Re:I don't see this as long lived by espinafre · · Score: 1

      a DirectPhysics layer

      Quick, patent/copyright/trademark that!

    2. Re:I don't see this as long lived by Anonymous Coward · · Score: 0

      B8 00 4C CD 21

      CLV (had to look that one up)
      BRK
      JMP $21CD

      WTF?

    3. Re:I don't see this as long lived by orkysoft · · Score: 1

      mov ax, 4c00h
      int 21h

      Now you can be afraid too.

      --

      I suffer from attention surplus disorder.
    4. Re:I don't see this as long lived by Anonymous Coward · · Score: 0

      Hmm...could have said all the same things about the 3DFX when it came out 10 years ago (or so) and now look where we are.

      The 3DFX had a custom API, was a specialised processor, not many game supported it in the begining, there were faster CPUI's 'just around the corner'.

      The PhysX card is just the begining.

    5. Re:I don't see this as long lived by colganc · · Score: 1

      3Dfx had themselves in a hot game called Quake. The difference between Quake and GL Quake was/is night and day. 4x the numbers of pixels being displayed, the overall picture being rendered was of higher quality, and the entire game ran faster. So far the closest thing to GL Quake for Aegia is Cell Factor. The big difference between Cell Factor and GL Quake is Cell Factor has a chicken and egg problem. The PPU is needed to run Cell Factor AFAIK. Quake ran and ran fairly well without a Voodoo chipset based card.

    6. Re:I don't see this as long lived by MobileTatsu-NJG · · Score: 1

      "With multicore+hyperthreaded CPUs coming out very soon, the physics engines can be offloaded to extra processing units in your system rather than having to fork out money for a card that can only be used for a special purpose."

      I think the same argument used to be made for 3D acellerator cards many years ago. Still hasn't come to pass. The basic problem is that dedicated hardware will always be more powerful than a generic processor. The real question is whether or not the physics problems that are offloadable are significant enough to use this sort of hardware.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    7. Re:I don't see this as long lived by LesPaul75 · · Score: 1
      Fear: When you see B8 00 4C CD 21 and know what it means
      I think that it's something like:

      mov ax, 4Ch
      int 21h

      I think that interrupt 21h is the DOS interrupt for things like printing text to the screen and other miscellaneous stuff. If I had to guess, I'd say function 4Ch is "exit program." Of course, I could be completely wrong.

      I was a BIOS programmer for several years... I did a lot of work on the BIOSes for the NForce-1, NForce-2, and NForce-4 chips. So with a sig like that, I'm guessing you write assembly code?
    8. Re:I don't see this as long lived by Tim+C · · Score: 1

      With multicore+hyperthreaded CPUs coming out very soon

      Eh? I already have a multicore CPU, and don't consider myself to be an early adopter by any means. If you mean specifically "CPUs with multiple cores and hyperthreading support", then

      a) I believe they're already available (although I'm not in the market at the moment so am not really keeping up with it)
      b) HT was never that big a deal, performance-wise

      In addition, there's already a hideously powerful SIMD engine in most gaming systems loosely called "the video card". With the advent of DirectX 10 hardware which lets the card GPU write it's intermediate calculations back to main memory rather than forcing it all out to the frame buffer, a whole bunch of physics processing can suddenly be done through the GPU.

      (Ggrrrr - the posseive is "its", not "it's"!)

      That's all very well, but don't forget that that SIMD engine is already busy rendering scenes. I'd hate to have to choose between nice visuals anda decent frame rate, good Physics and a decent frame rate, or nice visuals and good physics and a sucky frame rate.

      Lastly, the API to talk to these cards is single-vendor and proprietary.

      Well, that certainly didn't help 3DFX; Glide has long since been consigned to the history books. However, graphics accelerator cards very much have not; it's all-but impossible to buy a PC these days without some form of hardware acceleration support.

      I'm not saying that this card will necessarily be a success, or even that Physics accelerator cards will be. However, if this card proves useful, it will no doubt pave the way for other companies to produce competing products. Then you may well get the situation you had with graphics accelerators - eventually, someone will realise that it's in their interest to produce a standard API (quite possibly MS, in DirectX 11 or 12), and the whole thing may well snowball.

    9. Re:I don't see this as long lived by throx · · Score: 1

      I used to write assembly code. Now I usually just read it trying to figure out why code breaks when I turn the compiler optimizations on. :(

      --

      Fear: When you see B8 00 4C CD 21 and know what it means

    10. Re:I don't see this as long lived by throx · · Score: 1
      The HT+Multicore bit was more referring to going more and more mainstream, not that there weren't systems out there already.

      That's all very well, but don't forget that that SIMD engine is already busy rendering scenes. I'd hate to have to choose between nice visuals anda decent frame rate, good Physics and a decent frame rate, or nice visuals and good physics and a sucky frame rate.

      So what's the point of putting a totally incompatible SIMD engine in there then? Put in something that can be used to improve frame rate all the time, not just when you happen to need physics calcs for that explosion you just triggered. In short, the GPU is a very smart SIMD engine so why put a second rate SIMD engine beside it on a slow bus?

      I'm saying this will be short lived as the direction DirectX is taking is turning the GPU into something more general purpose than a graphics rendering engine. One of the stock SDK examples for DX10 is literally an entire particle engine with physics running on the GPU with zero CPU load. This type of thing is far more likely to snowball into more and more power on the GPUs for doing this sort of thing, leaving the PhysX type cards in the same area Weitek processors and add-on FPUs went.
      --

      Fear: When you see B8 00 4C CD 21 and know what it means

    11. Re:I don't see this as long lived by Anonymous Coward · · Score: 0

      Yep, 4Ch is exit program and int 21h is the DOS 'execute' ISR.

  29. Sorely Lacking in Pizazz by Nom+du+Keyboard · · Score: 1
    If it doesn't have a fan, and at least one additional power connector, how can anyone take it seriously as cutting-edge hardware?

    And that's not even mentioning a lack of DRM. Doesn't Hollywood own gravity these days? I'm sure a patent was filed somewhere - or was it a copyright?

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    1. Re:Sorely Lacking in Pizazz by TheGavster · · Score: 1

      Actually, it does have a fan. And not one, not two, but three blue LEDs to light it up. Runs off the PCI bus power, though, so we don't need PSUs with yet another specialized connector.

      --
      "Because Science" is one step from "Because old book". Try "Because of my experiment testing my falsifiable assertion".
    2. Re:Sorely Lacking in Pizazz by Anonymous Coward · · Score: 0

      It has a fan and an additional power connector...

  30. Super physics graphics cards by Anonymous Coward · · Score: 0

    Nobody seems to care about good old fashioned fashion anymore. Everything has to be technically superior these days. The article was slashdotted, but for those who missed it , it wasn't worth reading, the best thing I can say is "Oh".

    I like graphic cards that can make people say "we don't need them yet", because this is the attitude that gets their job outsourced to "offshore". Short sighted vision. Which is ironic when it comes to graphic cards.

  31. many waited with baited breath... by Locke2005 · · Score: 1

    much like that cat that ate cheese then crouched in front of the mouse hole...

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
  32. HotHardware? by Swift+Kick · · Score: 1

    Should we petition HotHardware to change their name to Not-So-HotHardware or maybe Lukewarm Hardware at best?

    Looks like their servers exploded from the slashdoting.....

    --
    "We'll need 2000 crickets, 4 cans of Easy Cheese, and the fluid from 18 glowsticks for this plan to work...." - ph0n1c
    1. Re:HotHardware? by Anonymous Coward · · Score: 0

      Then shouldn't it be OverheatedHardware...?

  33. hear that sound? by Anonymous Coward · · Score: 0

    it sounded something like *SWOOOOOOOOOOOOOOSH* ...

  34. What this card does by Anonymous Coward · · Score: 0

    This card isn't exactly a DSP, it's not so much designed to process streaming signals. It's more like a vector processor optimized for physics calculations such as vector scaling, angular velocity/acceleration calculations, you know general calculations you would do in your low level college physics or mechanical engineering classes.

    The processor can do very fast calculations on large vectors better(faster, more throughput I don't know, I didn't design it) than a CPU which is a GENERAL purpose processor. It can do nearly anything at the cost of efficiency. That is why graphics cards exist. The CPU can do the DirectX calculations, but a video card does them much faster by having a specialized architecture (vector shaders, pixel shaders, fixed function shaders, etc).

    What Aegia did is made a software physics engine that can run on the CPU, but can do the same thing much faster and on a greater scale on their specialized card. So instead of calculating 20 fragments from a grenade it can calculate 100 (not exact numbers, just an example). In theory it can make games much more realistic. Imagine a rock slide with hundreds of rocks instead of just 3 small boulders falling at you or an water fall instead of a trickle of a few drops. You get the idea.

  35. short peek by mugnyte · · Score: 1


      Doesn't look like a very good performance improvement for the money. In fact, CPU's new "dual-core" marketing push may just eat up the dollars for something like this. If you simply move your physics engine to hardware, it only solves 1 part of a larger, and very delicate puzzle.

  36. I'll wait for 64-bit TYVM... by Khyber · · Score: 2, Informative

    http://www.amd.com/us-en/assets/content_type/Downl oadableAssets/So32v64-56k.wmv

    Nice comparison concerning current 32-bit applications/limitations over 64-bit. If this video is TRUE, then I won't bother with a PPU - my Athlon 64 3000+ may already to be able to handle those extra physics calculations while any WELL-PROGRAMMED game will use any extra resources I have available for extra object/texture/physics rendering.

    Sorry, IMHO, PPU is at a loss. Mod down at will.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    1. Re:I'll wait for 64-bit TYVM... by flappinbooger · · Score: 1

      Is there any possibility that a physics card could be used for some kind of useful purpose along the lines of speeding up Finite Element, CFD, complex 3D cad, animation, etc?

      --
      Flappinbooger isn't my real name
    2. Re:I'll wait for 64-bit TYVM... by The_Chicken_205 · · Score: 1

      You may want to look at the CellFactor demo on Ageia's website before you give up on what the PhysX can offer... (also have a look at the tech demos, they're 'rather nice' - flowing liquids & bending metal.)

      --
      I need a new sig...
  37. glide history by Anonymous Coward · · Score: 1, Interesting

    Your history of glide is a little backwards. OpenGL predates glide and was a clean rewrite of SGI's original graphics API with input from other graphics vendors at the time. The current graphics pipeline was a solved problem by the early '90s. The primary problem that glide solved was how to make a $30000 workstation into a $300 graphics card. The answer was to throw out most of the pipeline and make a passthrough card that didn't even do video. Glide itself wasn't anything particularly fancy and mostly consisted of functions to send untransformed polygons to the hardware. It took a few weeks for there to be a glide->OpenGL compatability layer.

    3DFX simply failed to keep up with NVIDIA. They did an incredible job integrating both video cards and graphics engines together in the RIVA128 chipset as well as adding a basic lighting and transform pipeline to the hardware. They also did a much better job supporting the standard software APIS of OpenGL and DirectX. They still do a much better job with drivers than ATI.

        Michael

  38. I wish I could mod this up 100 points. by joe_n_bloe · · Score: 4, Insightful

    Some day Slashdot will allow people to edit their posts for grammar and spelling, or perhaps there will be a Slashdot editor who knows grammar and spelling.

    1. Re:I wish I could mod this up 100 points. by waferhead · · Score: 1

      Look on the bright side... Slashdot could be using something liek Words grammar checker //shudders

    2. Re:I wish I could mod this up 100 points. by Anonymous Coward · · Score: 0

      Sir, do not pass go, do not collect $200, go DIRECTLY to the nearest bar, have a beer, and repeat until this urge dissipates or you become more interested in boobies than grammar.

  39. atrocious spelling error by planetfinder · · Score: 1

    "so many waited with baited breath" should read "so many waited with bad breath"

  40. Physics Engine !!! by hector1965 · · Score: 1

    maybe our fellows geeks at FermiLab can find some use to such physics engine to simulate things instead of runing all those expensives experiment ;^). Imagine a Beowolf cluster of this things maybe running Linux ??? profit

    1. Re:Physics Engine !!! by failure-man · · Score: 1

      That's exactly what I was thinking when I first heard about these. Forget frame rates, I want to know what the chances are of getting Fluent to use something like this for a three-dimensional, compressible gas-flow simulation (with heat transfer.)

      After all, there are only so many P4s you can throw at a problem in a public computer lab before people start whining about "wanting to do their homework!". Undergrads . . . . . .

    2. Re:Physics Engine !!! by volsung · · Score: 1
      This was my first thought when I first stumbled on the PhysX a year ago. A decent coprocessor for doing Monte Carlo simulations of a detector (which is a lot of vector arithmetic and 3d geometry calculation) could be very handy. Unfortunately, the website is 100% targeted at game developers with lots of information about their Windows SDK, and no low level chip info. I have no idea what the actual hardware does, and no way to interface with it from our Linux applications. I sent a question to their sales email address asking what their plans were regarding hardware specs and scientific computing, but got no reply. I'm not surprised since I am just some random guy not in their target market.

      Given the size of the gaming market, I don't even think someone saying "I'm building a 5000 node compute cluster and want to investigate using your PPU" would register with Ageia. Too bad...

    3. Re:Physics Engine !!! by Anonymous Coward · · Score: 0

      Well I've always been suspicious that in the centre of our detector theres just a PC running Pythia. Maybe these would give us a much needed "luminosity upgrade".

    4. Re:Physics Engine !!! by jcupitt65 · · Score: 1

      A friend had an interview for a job as a maths person with these people:

      http://www.clearspeed.com/

      They are making an accelerator card for numerical work. They claim they can get a sustained 50 GFlops in a BLAS matrix multiply. They hope to put several cards into a PC, make a farm of them, and sell the thing as a supercomputer.

      Their card is much, much more expensive than PhysX, but they still cant get (in my opinion) the kind of performance advantage that'd you'd need to really make a compelling case for the thing.

    5. Re:Physics Engine !!! by Anonymous Coward · · Score: 0

      Yep, I thought the exact same thing. Sent an email and also got no response.

      I suppose the gamer community is much larger then the scientific community. But there are some big budgets on our side. I'm guessing the "physics engine" simply doesn't have the fidelity to do real world stuff, and the vector arithmatic simply isn't much better then you can do on a general purpose CPU.

    6. Re:Physics Engine !!! by volsung · · Score: 1
      Along those lines, I think this is one of the neater ideas I've seen:
      FPGA for Socket 940

      Plugging a FPGA directly into the Hypertransport bus on a multisocket mobo sounds like a fantastic idea. It's not quite as easy to scale as coprocessors that live on PCI cards, but the bandwidth benefit should be huge. The downer is that these chips cost $4500 now, so the performance improvement would have to be pretty tremendous to be cost effective.

  41. FINALLY! by poind3xt3r · · Score: 1

    Now how can I put this to use on my homework!

  42. PPU a repeat of FPU by Punboy · · Score: 1

    Just as the FPU was once an addon separate from your CPU, I wonder how much longer this so-called PPU will remain an addon separate from your GPU. I imagine that soon we'll have graphics cards with built-in PPUs, or even GPUs with PPUs built into the die as we have FPUs built into CPUs now.

    --
    If you like what I've said here, and want to read more, go to http://www.krillrblog.com
    1. Re:PPU a repeat of FPU by el_womble · · Score: 1

      To me this looks like a preview of what the Cell will be capable of, although this looks slightly less flexible. All this represents is a multicore SIMD floating point unit, much like a graphics card, but with a more rounded instruction set, except that its all the way out on the PCI bus rather than being in core.

      Unlike the GPU which is quite happy sitting out on its own, doing what its told, to my mind a physics engine should be more interactive.

      Graphics processor:
          Transform polygons in to pixels as fast as possible.
      Physics processor:
          Apply forces to particles as fast as possible
          And then tell the game engine if anything interesting happened.

      From what I can tell the second step is being avoided at the moment, so all we are seeing is fancy explosions and effects. That could change with The Cell as the whole chip is designed to ease incredibly fast communication between units, remember this is a industry where they worry about cache misses, never mind bus IO latency.

      So in answer to your speculation, I think your right, the next generation of GPUs will have on board physics, but I think the future is getting as many SIMD units on die as humanly possible... at least for games.

      --
      Scared of flying, pointy things snce 1979!
  43. Terrible! by A+Nun+Must+Cow+Herd · · Score: 1
    The reviewers seemed to give it a mediocre rating, rather than a terrible one, just because it was a cool idea. $250US for a card that drops performance in order to provide (currently) negligable enhancements to three games - not very impressive.

    Maybe in a year or two they'll develop the technology to an interesting level, but right now it seems a bit pathetic.

  44. So? by Slithe · · Score: 1

    >> Dedicated cards? Probably. Dedicated computers? Definitely,

    Either say "Dedicated cards? Probably not. Dedicated computers? Definitely" or "Dedicated cards? Probably. Dedicated computers? Definitely not".

    --
    ---- "XML is like violence. If it doesn't fix the problem, you aren't using enough."
  45. evolutionary by pbjones · · Score: 1

    shifting functions away from the main CPU is not new, and adding a card or device to handle non-core functions is not new, so it's the specific functions that the card handles that are new(ish) Prior Art would include FPU chip, co/extra-processor cards (like PC cards for a Mac, Sidecar for Amiga), MPEG-2 cards, etc.

    --
    There was an unknown error in the submission.
  46. X11 Support by Atmchicago · · Score: 1

    I want to see how they will implement this in X11 or Xgl-type desktops. When My icons collide into each other, I want it done realistically! When I kill Firefox because it's frozen, I want to see it shatter into a million pieces! And then have those pieces push around the rest of my desktop.

    This isn't serious, of course, but the reason I say this is I wonder if there are applications for things other than video games.

    --

    You can lead a horse to water, but you can't make it dissolve.

    1. Re:X11 Support by mok000 · · Score: 1

      This card could definitely have an application in scientific software, for example molecular dynamics simulations. 500 million sphere collisions per second! Wow!

      Provided they make drivers...

    2. Re:X11 Support by BiggerIsBetter · · Score: 1

      Not for Linux, according to their website. It's Windows only... Obviously chasing the gaming market. Only.

      --
      Forget thrust, drag, lift and weight. Airplanes fly because of money.
  47. PPU by Anonymous Coward · · Score: 0

    Site was slashdotted(haven't seen that in a while, hothardware must run on some pretty wimpy servers/net connections)...

    In any event the Broussard interview comments sums up my thought on this PPU to a tee:
    "And I still don't see people spending $200 for a PPU like they do for a GPU."

    He's completely correct. To me the PPU has the same value as a sound card, say around $60 max, but preferably c. $25-$40. $259 if more than I have ever spent(or plan to) on ANY component in my systems other than, maybe, the CPU, and it had better be a DAMNED fast CPU for that price. (OK, I guess that I'd fork over >$250 for a GOOD CRT too... not an LCD though.) Geez, I even balk at spending over $100 for a mid-range GPU(my prior system ran for over 3y with a $25 3D GPU, which I "upgraded" before upgrading the entire system (for twice the original cost, $50) got some improvements, but the newer system... graphics look a little nicer but... I'd feel ripped if I paid $300(or more) for something that would only be slightly better for anything other than pointless bragging...). I just don't see enough value in GPUs to spend 100s of $s on them, so I DEFINITELY don't see the value in spending $250 on the PPU, especially when as the article continuously mentions there is very LITTLE hard info about exactly what their processor is, how it operates, it's speed, etc. And in their initial review they were unable to force running of the high quality physics in software alone. Personally, I'd really like to see that too, or with Havoks(?) engine using CPU + GPU v. the $250 card. (Of course another problem is that most games still only use one CPU, and AFAIK many have problems with multiple CPUs and/or hyperthreading, yes I know there are workarounds, but you end up witht he app running on ONE cpu.)

  48. Should do hair and cloth in the 2.4 release by Animats · · Score: 2, Informative
    It sounds like they're looking at demos with an older version of the Ageia API. In the 2.4 release, cloth (even tearable cloth) is supported. The demo of this was shown at GDC, but it may not be in the current crop of games. It's less impressive than one might expect.

    Still, I would have expected a bigger improvement in performance on existing stuff. There may be too much of a bottleneck getting in and out of the physics processor, which is the usual problem with coprocessors. I'd expect more improvement in fluids, particles, hair and cloth physics, which usually don't feed back into the gameplay engine and thus can be done concurrently with the main engine work. If you're banging boxes around, the main game engine probably has to wait for the physics engine to get the new box positions, so there's no big win there. Even if you have feedback to the game engine from cloth, you can probably delay it a cycle, so that when the cape gets caught in the door, it doesn't yank on the character until one cycle later.

    1. Re:Should do hair and cloth in the 2.4 release by Jedi+Alec · · Score: 1

      In the 2.4 release, cloth (even tearable cloth) is supported.

      Thereby granting any and all games that use this engine an immediate M rating? ;-)

      --

      People replying to my sig annoy me. That's why I change it all the time.
  49. Another specialized processor? by Enrique1218 · · Score: 1

    What the point here with this processor? A dual-core (or even quad-core) with a dual-sli GPU isn't enough!! We need a Physics processing unit now. Man, do they ever invent ways to siphon more money from a fools wallet. $300, good lord that is a lot of money. Developer can't utilized the processors that are in the computer already for the extra physics. With questionable support in the near term and total lack of a competing product, I am not shelling out a thing for this.

    --
    You don't have to be smart to use a Mac, you just have to be smart enough to buy one
    1. Re:Another specialized processor? by El_Muerte_TDS · · Score: 1

      You forgot your dedicated sound processor and your dedicated network processor

  50. daughtercard physics processing? by argStyopa · · Score: 1

    You guys do know what happened to the idea of separate "486" and "486sx" lines, right?

    No, I don't see anyone trying to sell us "x86 math coprocessors" any more either.

    --
    -Styopa
  51. FPS by kosh_mdh · · Score: 1

    How is framerate a measurement of the performance of a physics card?

    Also the current limitations imposed by dx9 probably cause bottlenecks given the number of objects being returned by the PPU, i think vista will remove this bottleneck to a lrage extent.

    A dual SLI GPU (not to mention quad) is a total waste of money...a huge CPU is a total waste of money too...people still buy them. Why not save some money on the 4 GPUs and huge CPU and invest it in a PPU?

    Physics isnt eye candy. Theres alot of physics that CPUs are struggling with right now...and im not talking fluids or ragdolls...im talking collision detection and movement logic...thats all physics and a dedicated card can do it faster and more precisely. One think people dont realise is that physics has to be calculated at a MUCH higer refresh rate than the display frequency for good accuracy.

  52. It also has a power connector by BLKMGK · · Score: 1

    No, it also has an additional power connector - this is mentioned early in the article.

    --
    Build it, Drive it, Improve it! Hybridz.org
  53. FPU making a comeback by BLKMGK · · Score: 1

    AMD has licensed the technology behind what is supposed to be a VERY fast FPU device. It can supposedly do the math faster than a quad core AMD CPU. Intel also attempted to get the rights but AMD apparently got them and with their Hypertransport is supposed to be in a better position to actually use it. Obviously not released yet but I believe there was an article posted here a month or so talking about it. So yeah, seperate CPUs CAN be an advantage for specialized tasks...

    Also, DRC has come out with a programmable coprocessor with the ability to tie into the Hypertransport on AMD CPUs. It's not so much different from some of the other add-in cards that do the same thing except that this new one can get direct access to memory and the CPU through Hypertransport. Specialized CPUs are apparently far from dead!

    Hrm, and adding this to a graphics card makes sense to me. Chicken and egg problem - no one wants it because there's no games and there's no games because there's no market yet. These cards have been sold in OEM computers by some manufacturers already thoguh so hopefully that will jumpstart things. Personally I want to see what UT2K7 will do with it - if it's used to good effect I *will* buy one...

    --
    Build it, Drive it, Improve it! Hybridz.org
  54. Tearable cloth in Illusion games by Animats · · Score: 1

    That's an obvious application. Maybe Illusion will support Ageia in the successor to Battle Raper II. Illusion already has basic tearable cloth, but it's not physically simulated.

  55. We've come so far... by tbmcmullen · · Score: 1

    We've come so far since the 8087 Math Co-Processor. Who would have ever thought there'd be a PHYSICS Co-Processor, back then?

  56. Math Processor by kosh_mdh · · Score: 1

    Saying this PPU is just a 'Math(s) Processor' is like saying a graphics card is just a rasterisor...its not true.


    At its most basic it is just a FP calculator in the same way a GPU is just a chip...but in both cases its the surrounding stuff that makes them fast. Things like automatic optimisation schemes and specific enhancements to the architecture.

    Take for example mipmapping or antialiasing or automatic shadow culling schemes...all designed around image theory and human perception...arent applicable to anything else other than image generation.

    A PPU will have similar things that are based specifically on physics and will make it more than just a 'Math Co-Processor'.