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Intel Purchases Havok

Dr. Eggman writes "Gamasutra has the recent announcement; Intel has purchased Havok. 'As the firm noted, Havok 5 features enhancements to its core products, Havok Physics and Havok Animation, and introduces new features for Havok Behavior, a system for developing event-driven character behaviors in a game. Some of the games using Havok technology, particularly its Havok Physics solution, include BioShock, Stranglehold, Halo 2, Half Life 2, Oblivion, Crackdown, and MotorStorm - the company is also rapidly developing and marketing further tool products.' No word on what (if anything) Intel plans to do with its new acquisition."

32 of 123 comments (clear)

  1. What Intel's gonna do by $RANDOMLUSER · · Score: 5, Interesting

    Intel's gonna do what Intel always does - they're gonna turn that stuff into silicon. Expect a physics engine chip from Intel.

    --
    No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    1. Re:What Intel's gonna do by SuluSulu · · Score: 5, Funny

      Intel's gonna do what Intel always does - they're gonna turn that stuff into silicon. Expect a physics engine chip from Intel. In other words Intel is going to reek HAVOK on AGEIA.
    2. Re:What Intel's gonna do by edwdig · · Score: 5, Insightful

      Intel's gonna do what Intel always does - they're gonna turn that stuff into silicon. Expect a physics engine chip from Intel.

      Quite the opposite. Intel's going to work on making it scale well across multiple CPU cores so that gamers will want to buy quad core CPUs.

      Making you want to replace your CPU more often is much more attractive to Intel than starting a whole new completely unproven niche hardware line.

    3. Re:What Intel's gonna do by Broken+scope · · Score: 3, Informative

      Implementation is up to the actual developer, bungie didn't want realistic physics. They wanted "fun" physics.

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      You mad
    4. Re:What Intel's gonna do by Anonymous Coward · · Score: 2, Funny

      Intel is going to reek HAVOK No Intel mostly just reeks. Perhaps you meant wreak HAVOK?

      Sincerely,

      your friendly AC spelling Nazi
    5. Re:What Intel's gonna do by UltraAyla · · Score: 2, Interesting

      I think you're likely right. They can just use this acquisition to sell product.

      However, I wonder if they might do something along the lines of creating "Havok accelerated quad cores" (or whatever). Pull a Microsoft/Internet Explorer and bundle a bit of hardware Havok acceleration into all (and it really must be all or close to all of their high end chips) of their chips. This makes a large portion of the market adopt it by default (large enough to make companies code for optimizations just like with Nvidia/ATI) and it's something that AMD cannot do. Soon, they have a desirable feature that the competition does not have (because even if AMD adds physics acceleration, it won't be Havok) and will have gamers going for their chips even more for that extra edge. The question is whether the initial investment/potential bump in chip prices is worth it to them.

      Just a thought.

    6. Re:What Intel's gonna do by Hal_Porter · · Score: 4, Interesting

      Quad Core CPUs are pretty much going unused desktops.

      Never used quad code, but on a Core Duo 2 Bioshock can max out both cores.

      Of course, video games tend to handle things in a dumb way so the renderer will render frames as fast as it can - faster than the sync rate of the monitor, so not all of the CPU cycles are actually used usefully, but it does show that Bioshock is parallel enough to have two threads ready constantly.

      Back in the old days, video games would have one CPU at 100% and the other essentially unused. I'm not sure how modern game engines do this and whether dual core is a special case they optimized for of course.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    7. Re:What Intel's gonna do by Spy+Hunter · · Score: 3, Interesting

      I think they're going to make it run on Larrabee, their in-development x86-based graphics card to compete with GeForce and Radeon. It's hard to imagine a more perfect match, actually.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    8. Re:What Intel's gonna do by Yvanhoe · · Score: 2, Insightful

      Quite the opposite. Intel's going to work on making it scale well across multiple CPU cores so that gamers will want to buy quad core CPUs. And preferably in a way that makes it incompatible with AMD chips. Better yet : compatible but 10x slower.
      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    9. Re:What Intel's gonna do by peterpi · · Score: 2, Insightful

      Spot on.

      Realistic physics is EASY, you just do what the textbook says. Fun physics on the other hand involves an enormous amount of playtesting, analysis and fine tuning.

    10. Re:What Intel's gonna do by nschubach · · Score: 2, Interesting

      Alot of old game engines loved using closed loops for the main render loop. Something similar to:

      while(true) { addObjects(); doSomething(); render(); if (checkForExit()) break; }

      Which would tie up one thread entirely processing that one loop and anything called off it. These types of engines are the ones that you see using 100% of a single core and leaving the other core at 2-3%. Part of the problem is that OpenGL and DirectX are largely dependent on things being done in a particular order (translate scene, add objects, translate camera, render) and anything outside that order is fatal.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  2. Why...? by chris_eineke · · Score: 2, Interesting

    No word on what (if anything) Intel plans to do with its new acquisition.
    That's an easy one: Make it run artificially worse on AMD processors. (See also: Skype)
    --
    "All you have to do is be fragile and grateful. So stay the underdog." Chuck Palahniuk, Choke
    1. Re:Why...? by pchan- · · Score: 4, Interesting

      That's an easy one: Make it run artificially worse on AMD processors. (See also: Skype) You mean they will kill the port to AMD's ATI-brand GPUs, which are moving into physics simulation and need the Havok engine which runs many games.
    2. Re:Why...? by Anonymous Coward · · Score: 5, Informative

      They did it with their C compiler in the past. When they detected anything but an Intel processor they didn't use the SMD instructions even when the processor indicated full support for SMD *IN THE INTEL DOCUMENTED WAY* You can Google for the details.

  3. Of course by PhrostyMcByte · · Score: 4, Insightful

    Best way to get ahead in reviews? Optimize a common CPU-intensive component for your products. So long as they provide a generic implementation compatible with competitors' products, game developers will stay happy. But they'll still get that extra FPS lead that ensures benchmark scores over AMD, and a few FPS is all it takes.

    1. Re:Of course by TheRaven64 · · Score: 2, Informative
      It's all about power consumption. For the last 20 years (longer, actually), there's been a trend towards dedicated silicon for various tasks, then back to putting it on the CPU when the CPU was fast enough (because one chip is cheaper than two). Then something changed. People started caring that their CPU was using 100W. GPUs are a very different architecture to CPUs. Even when CPUs run fast enough that you can get away without a GPU, you will probably still want one because the GPU will use a whole lot less power. Intel see this, and so they're going to be putting stream processing cores on their multicore CPUs. VIA already saw it with cryptography, which is why their otherwise anaemic chips do well in areas that require a lot of crypto functions; the dedicated silicon ups performance and drops power consumption.

      The chip you will be using in ten years will have a lot of specialised cores, most of which will be exposed to the developer via libraries (as the GPU is via OpenGL now). The ones that aren't in use will be turned off to save power, the ones that are will use less power than doing the same thing on general purpose silicon.

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      I am TheRaven on Soylent News
  4. Actually... by Svartalf · · Score: 4, Insightful

    They're doing something along those lines with the GPU space. Technically, a GPU is little more than a stream processor. Something
    you can do 3D graphics with, or DSP, or Physics, etc. I still have to wonder what they were thinking when they snapped up Havok.
    They are in the Silicon business predominately- doing some specialized libraries that help highlight their chips that occasionally
    get used, mostly because while it makes Intel's chips look good, they don't do as hot on all things with AMD CPUs. So, typically,
    people avoid their libs for anything production like a game.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  5. This is disturbing for cross-platform devs. by Samir+Gupta · · Score: 4, Interesting

    All game consoles of the current generation use non-Intel chips. Amongst games devs, Havok are reowned for their quality technical support, and the work they put into tweaking their physics engine for all the platforms, Intel PCs, AMD, and PPC consoles.

    What's to say Havok won't "focus" their optimization efforts in the future on Intel exclusively?

    This is sort of like what Sony did with SN systems (a very good maker of third-party dev tools for consoles) and then dropping all support for non-Sony platforms.

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    -- Samir Gupta, Ph. D. Head, New Technology Research Group, Nintendo Co. Ltd., Kyoto, Japan.
    1. Re:This is disturbing for cross-platform devs. by Goalie_Ca · · Score: 2, Funny

      Interesting words coming from "Head, New Technology Research Group, Nintendo Co. Ltd. I suppose you keep your eye on this sort of thing.

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      Go canucks, habs, and sens!
    2. Re:This is disturbing for cross-platform devs. by LetterRip · · Score: 4, Informative

      Perhaps they can look at Bullet - http://www.continuousphysics.com/Bullet/ a high performance cross platform physics library that is open source. I know it is optimized for XBox 360 and PS3 and I'm pretty sure it has been used for first tier games on both. Not sure though if it has been optimized for the Wii though.

      LetterRip

    3. Re:This is disturbing for cross-platform devs. by bigstrat2003 · · Score: 2, Funny

      No, I think of it as being BattleMech hardware. :D

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  6. Re:Awesome by Anonymous Coward · · Score: 5, Insightful

    There's no point in trying to accelerate game AI since even the most sophisticated game AIs are really very simple. Most game AI is just finite state machines. Each state typically corresponds to a simple behavior (e.g. patrol this area, pursue the player, etc.). More sophisticated game AI generally just means more states.

    Even so-called learning AIs typically consist of changing the frequency with which different preset behaviors are used.

    Only games like Civilization where there are a lot of choices to be made can really saturate a processor with AI tasks. And even those aren't that complicated; they just have a lot of stuff to do.

  7. What will this do to GPU physics? by MSRedfox · · Score: 3, Interesting

    Both ATI and Nvidia's GPU based physics acceleration were being made to work with Havok. ATI was working on a 3 card Crossfire rig, 2 for graphics, 1 for physics. I wonder what this will mean for future developments. http://ati.amd.com/technology/crossfire/physics/index.html

  8. Yep by Sycraft-fu · · Score: 4, Insightful

    PPUs are a dead end thing and Intel is quite aware of that. They aren't a big enough improvement over what a good multi-core processor can do. They also suffer from the "chicken and egg" support problem. Even if the PPU was way above what a processor can do, does a game bother? The problem is that you can't very well go and use the PPU for physics that affect the gameplay. That would mean you'd have to restrict the game to only PPU owners, who are too small a number to make that economical. So that means you have to restrict it to showy physics, things like more fragments in explosions and such. Fair enough, but most people won't buy a card for that. I mean if you've got $300 to blow what makes for better eye candy: A PPU that makes some physics related things look at little better or a high end GPU that makes EVERYTHING look better?

    As such it is extremely hard to get it to go past the critical mass where enough people have them that you can start requiring them in games for core gameplay. Thus it makes sense to just start taking advantage of the increasing power in CPUs and use that instead.

    1. Re:Yep by Tim+C · · Score: 4, Insightful

      They also suffer from the "chicken and egg" support problem.


      So did GPUs when they first came out, of course. What happened then (if you remember) is that games shipped with the option for software rendering or hardware-accelerated rendering for quite a long time. Some older games had patches released to enable hardware rendering (eg Quake, Tomb Raider). I still remember the first time I saw GLQuake running on my housemate's PC. Of course, he didn't have an accelerator, so while it was beautiful, the one frame every few seconds he got was totally unplayable...

      Anyway, that said I do tend to agree that physics accelerators simply aren't going to go anywhere any time soon, if ever. GPUs make a huge difference, but PPUs? I don't see it.
  9. Re:marketing for the future! by Bob54321 · · Score: 3, Funny

    Of course Intel could just leave them the hell alone and profit(?). No, no, no, no... its question mark then profit
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    :(){ :|:& };:
  10. Re:So now by Afecks · · Score: 3, Funny

    Can I have a refund for the IQ points I lost by reading that?

  11. Re:Awesome by TheLink · · Score: 4, Insightful

    The only people who really would enjoy games with smart AI are a subset of people who play chess and similar games.

    The rest would grumble that the game is too hard. Most humans can't beat a single really really good AI, or thousands of weak AIs. So why bother accelerating AI.

    Most people want games that are fun. Just some clever heuristics will be good enough.

    I play guild wars and the "heroes" (computer controller teammates) are better than most random humans (in fact they do a lot of things better than I do - I can't multitask well, have slower reflexes etc), and they could be made much smarter (they tend to cluster together and get nuked), but that would take the challenge out of the game, unless the opponents are made equally intelligent, in which case it would be battle of the AIs with the humans being insignificant, and thus not much fun for the humans.

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  12. ODE by SanityInAnarchy · · Score: 3, Interesting

    I'm amazed how rarely it gets mentioned, but you know, there is an open competitor, sort of. I say "sort of" because I've never actually written a game that needed physics, so I don't know whether ODE is to Havok as OpenGL/SDL is to DirectX/D3D.

    Also raises the question: Will Intel force everyone to use Havok to take advantage of any physics-related silicon they develop? Or will they be friendlier to ODE? Or will they not create any physics-specific silicon, and make this whole discussion moot?

    --
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    1. Re:ODE by Zeussy · · Score: 2, Informative

      I have used ODE and I was actually quite disappointed with its performance compared to that of Bullet. Its feature set isn't as rich either. Convex hulls are not fully supported yet, and they are not very optimized. So far the best physics engine I have used is Bullet.

      Bullet is open source, fast, feature rich. Supports Stable stacking amd even moving concave hulls.
      ODE is open source but I found it slow, and a little feature poor.
      Newton is closed source but free. I found you could easily bog it down and ragdoll performance was pitterful at the time I used it, Other problem is it highly relies on callbacks for updating everything, and very pedantic about where function calls have to be made.
      My house mate is currently using PhysX in a project (he doesnt have a physx card) but the CPU implementation looks impressive and very smooth. The SDK for Ageia is free as well.

  13. Re:Awesome by PhoenixOne · · Score: 2, Insightful

    Yes, because the only people who could enjoy AI that did more than basic pathfinding and state-tree seaches are chess players(???)

    Good AI != Tough AI. With today's technology, you can easily make an AI that always knows where the player is, always selects the best weapon, and always hits the target for "massive damage"(tm). This is trivial. The only reason you don't see this is because the game wouldn't be any fun.

    The trick is making AI that is interesting, fair, and fun. In an FPS I don't want to have my head shot off unless I believe I earned it (i.e. If I walk down the middle of a battlefield, I deserved it. If I'm sneaking in the shadows, they shouldn't be able to see me.). In an RPG, I want a world full of background AI that react to my actions and have lives of their own (Farmer Bob tends to the field until I set his sheep on fire. Then he comes at me with an axe.). And so on.

    Complex AI like this can take a long time to design, debug, and test. And the AI programmers normally get 8-12% of the CPU to do it with (2005 stats, we may have more now). If we could offload some of that AI onto hardware, we could have a lot more of it.

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  14. Re:Why not? by Stregone · · Score: 2, Informative

    AMD licenses the MMX and SSE crap from intel.