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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? "

5 of 179 comments (clear)

  1. 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.

  2. 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.

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

    short for "abated"

  4. 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.

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  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.

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