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NVIDIA To Enable PhysX For Full Line of GPUs

MojoKid brings news from HotHardware that NVIDIA will be enabling PhysX for some of its newest graphics cards in an upcoming driver release. Support for the full GeForce 8/9 line will be added gradually. NVIDIA acquired PhysX creator AGEIA earlier this year.

50 of 140 comments (clear)

  1. Re:Linux Support by jandrese · · Score: 4, Funny

    And hopefully some Linux game/app will come out that can use it.

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    I read the internet for the articles.
  2. Hentai by jaguth · · Score: 5, Funny

    Maybe we'll finally see some realistic physics with fantasy tentacle rape hentai games. Is it just me, or do the current tentacle rape game physics seem way off?

    1. Re:Hentai by FeepingCreature · · Score: 5, Funny

      It's a problem with the underlying ragdoll representation.
      They're having difficulties realistically modelling penetration. Close contact like that tends to lead to numerical instabilities in physics engines. There's not much Physx can do to help, though.

    2. Re:Hentai by Darlo888 · · Score: 3, Funny

      lol?

    3. Re:Hentai by maz2331 · · Score: 4, Insightful

      That's just disturbing.

    4. Re:Hentai by Minwee · · Score: 5, Funny

      That's why there are teams of researchers working night and day to improve the state of tentacle modeling.

      If you have what it takes to advance the state of the art there could be a big government grant and a PhD in it for you.

    5. Re:Hentai by somersault · · Score: 3, Funny

      Not as disturbing as the Chronicles of Goatse.cx Part IV: Rick Astley's Revenge

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      which is totally what she said
    6. Re:Hentai by hairyfeet · · Score: 3, Funny

      Which is why the need to use motion capture! Of course,getting both the girl and the octopus to hold still while you stick all those little white balls in places that little white balls weren't meant to go won't be easy,but I'll be happy to take the girl if someone else wants to get the octopus.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    7. Re:Hentai by AHuxley · · Score: 2, Funny

      Ask DARPA to fund computer modeling a tight cavity IED searching arm?

      --
      Domestic spying is now "Benign Information Gathering"
  3. Re:I didn't RTFA by aliquis · · Score: 3, Informative

    Hardware accelerated physical acceleration, gravity and particlestuff if I remember correctly, atleast old examples used to be throwing away items or exploding walls and such.

  4. Re:I didn't RTFA by Vectronic · · Score: 3, Interesting

    Basically exactly what it sounds like... its a real-time physics calcuating engine.

    Used in games for things like shooting the limbs off of creatures, or even wind on trees, or water...

    Likewise for other 3D applications, im not sure how extensive it is, or what its limitations are, but im looking forward to it, and more because calculating physic type things on most 3D software takes a lot of CPU power, so if the GPU can handle that, that takes a great load of the main CPU. (from what I would assume)

  5. Re:PhysX? by aliquis · · Score: 5, Informative

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

    Realtime hardware accelerated physics. Used to be on a separate expensive board which few games supported but Nvidia are implementing it on CUDA so it can run on their graphic cards instead.

  6. Re:PhysX? by arbiter1 · · Score: 4, Insightful

    nvidia bought out he company so they own it and can put it on their cards, games that decide to add support for it it will benefit nvidia.

  7. Re:Linux Support by gujo-odori · · Score: 4, Funny

    And hopefully when it does I'll get first post in the /. article about it.

  8. Works on just the one card? by neokushan · · Score: 3, Interesting

    I read TFA, but it didn't really give many details as to how this works, just some benchmarks that don't really reveal much.
    Will this work on single cards or will it require an SLi system where one card does the PhysX and the other does the rendering?

    Plus, how does handling PhysX affect framerates? Will a PhysX enabled game's performance actually drop because the GPU is spending so much time calculating it and not enough time rendering it, or are they essentially independent because they're separate steps in the game's pipeline?

    --
    +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    1. Re:Works on just the one card? by lantastik · · Score: 4, Informative

      That's not true at all. It works in a single card configuration as well. Modern GPUs have more than enough spare parallel processing power to chug away at some physics operations. Guys are already modifying the beta drivers to test it out on their Geforce 8 cards. The OP in this thread is using a single card configuration:
      http://forums.overclockers.com.au/showthread.php?t=689718

    2. Re:Works on just the one card? by Kazymyr · · Score: 5, Informative

      Yes, it works on one card. I have enabled it on my 8800GT earlier today. The CUDA/PhysX layer gets time-sliced access to the card. Yes, it will drop framerates by about 10%.

      OTOH if you have 2 cards, you can dedicate one to CUDA and one to rendering so there won't be a hit. The cards need to NOT be in SLI (if they're in SLI, the driver sees only one GPU, and it will time-slice it like it does with a single card). This is actually the preferred configuration.

      --
      I hadn't known there were so many idiots in the world until I started using the Internet -Stanislaw Lem
    3. Re:Works on just the one card? by nobodyman · · Score: 2, Interesting

      According to the Maximum PC Podcast they saw significant framerate hits with single card setups, but that it was much better under SLi. They did stress that they had beta drivers, so things may drastically improve once nvidia gets final drivers out the door.

    4. Re:Works on just the one card? by Kazymyr · · Score: 3, Informative

      You need the latest unreleased yet drivers for toe GTX2xx series, version 177.39. Then edit the nv4_disp.inf file and add an entry for device ID of 0611 (=8800GT). You will then be able to install the driver on the 8800GT. Next, install the new (also unreleased yet, but google is your friend) 8.06 software for PhysX. That's it.

      --
      I hadn't known there were so many idiots in the world until I started using the Internet -Stanislaw Lem
  9. Re:I didn't RTFA by somersault · · Score: 4, Funny

    Mmmmm.. hardware accelerated litter..

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    which is totally what she said
  10. I called it by glyph42 · · Score: 3, Insightful

    I called this when the PhysX cards first came out. I told my excited coworkers, "these cards are going to be irrelevant pretty soon, because it will all move to the GPU". They looked at me funny.

    --
    Music speeds up when you yawn, but does not change pitch.
    1. Re:I called it by ruiner13 · · Score: 4, Funny

      Awesome! Would you like a medal or a monument? What stocks should I buy next week? Who will become the next president, oh wise prophet?

      --

      today is spelling optional day.

    2. Re:I called it by neveragain4181 · · Score: 5, Funny

      Hi

      We need an address for your 'Sarcastic Achievement - Level 3' certificate - you'll have to pay postage, but I'm sure you won't mind that, right?

      Ned Again
      COO - Sarcasm Society
      Level 5 Sarcasm Ninja (certified)

  11. Re:I didn't RTFA by trooperer · · Score: 2, Interesting

    I begin to wonder what's the use of having a multi-core CPU if GPU will be taking all the hard work?

    What's next? "Graphic" cards with hardware accelerated AI support?

  12. Re:I didn't RTFA by negRo_slim · · Score: 2, Insightful

    im not sure how extensive it is, or what its limitations are, Me niether, but the PhysX denos certainly had a neat feel to them... I think I ended up with them from a UT3 install, can't find a link to the originals, but I found this which looks exactly the same.

    But going from a little physics demo to full blown kick ass 3d game with any meaningful results is a whole 'nother matter.
    --
    On the Oregon Cost born and raised, On the beach is where I spent most of my days
  13. Re:Does anyone else remember... by urbanriot · · Score: 2, Insightful

    Really? I don't know any gamers that are excited about this. Name more than one game (without googling) that supports Physx?

  14. Re:Does anyone else remember... by lantastik · · Score: 2, Informative

    I don't need to Google. Anything built on the Unreal 3 engine has PhysX support built in.

  15. Re:Linux Support by Gewalt · · Score: 5, Funny

    iduno, I'm inclined to believe his post was more useful than yours... or mine...

    --
    Modding Trolls +1 inciteful since 1999
  16. Re:Does anyone else remember... by lantastik · · Score: 3, Informative

    Reading comprehension...anything built on the Unreal 3 engine.

    Like one of these many licensees:
    http://www.unrealtechnology.com/news.php

    Native PhysX Support:
    http://www.theinquirer.net/en/inquirer/news/2007/05/30/unreal-3-thinks-threading

  17. Re:Does anyone else remember... by Anonymous Coward · · Score: 2, Funny

    Duke Nukem Forever.

  18. Re:Linux Support by erikina · · Score: 2, Funny

    Yeah, but last time he did that he got modded off topic http://slashdot.org/comments.pl?sid=556184&cid=23446146

  19. Re:Does anyone else remember... by neokushan · · Score: 4, Insightful

    Unreal 3 is an engine that's used on LOTS of games - technically ALL of them have PhysX support, so no, not "just" Unreal 3, because there is no game called Unreal 3.

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    +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
  20. Re:Does anyone else remember... by Anonymous Coward · · Score: 3, Funny

    So just Unreal Tournament 2007?

  21. Re:Linux Support by GonzoPhysicist · · Score: 2, Informative

    They might have some incentive to now that AMD is both working with Havok and releasing Linux drivers with the new ATI card.

    --
    horror vacui
  22. Re:I didn't RTFA by slaker · · Score: 3, Interesting

    It makes City of Heroes look all awesome, particularly if you use Gravity, Storm, Kinetics or Assault Rifle power sets.

    Having bullet casings, leaves, newspapers and the like drop and swirl around in response to player actions is actually pretty nifty from an immersion standpoint, particularly for a game that's essentially set in something that resembles the real, modern world.

    --
    -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
  23. Re:I didn't RTFA by bmo · · Score: 4, Funny

    "Having bullet casings, leaves, newspapers and the like drop and swirl around in response to player actions is actually pretty nifty from an immersion standpoint"

    That's it. I'm done with immersion games. I'm going outside to stand in the rain. Back later.

    --
    BM0

  24. Re:Linux Support by keithjr · · Score: 4, Interesting

    That's not a useless comment at all unless I'm missing something. UT3 hasn't been able to put out the long-promised Linux driver because AGEIA is being so unwilling to release the license grapple hold they have over the PhysX engine. This is a legitimate concern. Unless their stance changes, Linux drivers will not be possible.

  25. Re:Linux Support by carlmenezes · · Score: 4, Funny

    And hopefully the /. article won't be a dupe.

    --
    Find a job you like and you will never work a day in your life.
  26. Re:I didn't RTFA by Carbon016 · · Score: 2, Insightful

    There hasn't been for a while, that's why buying a quad-core CPU is largely useless for gamers and one of the best uses of a dual-core CPU is running a single-threaded application alongside Windows. Graphics cards are massively parallel multi-core systems and have much better real-world and theoretical performance in physics simulations. Physics and AI are all the GPU has left to conquer. I still see the CPU doing a lot of AI work, though, because those sort of algorithms (hey no recursion neat) are naturally far from the linear access sort of thing CUDA and related technologies are best at.

  27. Re:Linux Support by Zymergy · · Score: 3, Interesting

    So ATI has in their new Linux drivers Havok technology and it works under Linux for the new ATI cards?
    What Linux application/game uses Havok?

  28. Re:Linux Support by Arethan · · Score: 4, Funny

    And hopefully the comments in the article won't all be attempts at +5, Funny.

  29. Re:Linux Support by 3vi1 · · Score: 4, Funny

    And hopefully the story wont be posted 4/1/2009.

    -J

  30. Re:I didn't RTFA by amRadioHed · · Score: 4, Funny

    particularly for a game that's essentially set in something that resembles the real, modern world Because leaves didn't drop and swirl before modern times?
    --
    We hope your rules and wisdom choke you / Now we are one in everlasting peace
  31. Re:Does anyone else remember... by SanityInAnarchy · · Score: 2, Informative

    Except modern physics engines (see: Quake 1 for MS DOS) use threads for each individual moving physics object Name one engine that is that stupid.

    When we're talking about game worlds in which there could easily be 50 or 100 objects on the screen at once, it makes much more sense to have maybe one physics thread (separate from the render thread, and the AI thread) -- or maybe one per core. I very much doubt one real OS thread per object would work well at all.

    --
    Don't thank God, thank a doctor!
  32. Re:Does anyone else remember... by bluefoxlucid · · Score: 3, Informative

    Um, except if you you have exactly 1 physics thread you have to juggle complex scheduling considerations about who needs how much CPU, handle the prioritization against the render and AI threads, handle intermixing them, etc. You have to implement a task scheduler. ... which is exactly what Quake 1 did. Carmack wrote a userspace thread library, and spawned multiple threads. Since DOS didn't have threads this worked rather well.

    An OS thread will give any thread a base priority, and then raise that priority every time it passes it over in the queue when it wants CPU time. It lowers the priority to the base when it runs. If a task sleeps, it gets passed over and left at lowest priority; if it wakes up and wants CPU, it climbs the priority tree. In this way, tasks which need a lot of CPU wind up getting run regularly-- as often as possible, actually-- and when multiple ones want CPU they're split up evenly.

    If you make the render thread one thread, you have to implement this logic yourself. Further, the OS will see your thread as exactly one thread, and act accordingly. If you have 10000 physics objects and 15 AIs, keeping both threads CPU-hungry, then the OS will give 1/3 CPU to the physics engine; 1/3 CPU to the AI; and 1/3 CPU to the render thread. This means your physics engine starves, and your physics start getting slow and choppy well before you reach the physical limits of the hardware. The game breaks down.

    You obviously don't understand either game programming or operating systems.

  33. Re:I didn't RTFA by ya+really · · Score: 4, Interesting

    There hasn't been for a while, that's why buying a quad-core CPU is largely useless for gamers and one of the best uses of a dual-core CPU is running a single-threaded application alongside Windows.

    Not exactly true, all of the Unreal Tournament Edition 3 engine games consistantly use all four cores in my Intel Q6600 with over a dozen threads spaced throughout my cores. The most notible examples would be UTE3, Bioshock and Mass Effect, 3 of the biggest games of 2007 and 2008. I can typically max out settings for UTE3 engine games.

    On the other hand, performance demanding games like Crysis are total doucebags and peg just one core and sometimes using one more if it feels like it every now and then. Although it's not a very good comparison since there's so many different factors involved, I would gather to say that if crysis took an approach of optimizing better for duo and quad core cpus, their publisher would have far less complaints about performance from gamers.

  34. Re:PhysX? by Tawnos · · Score: 2, Informative

    The source engine, while "capable" of scaling to multiple cores, does a very poor job on current x86 chips. The games become very unstable with mat_queue_mode 2 on, and there are problems with jerky motion in any sort of latency.

    It's a shame, too, because the engine works with multicore on various consoles, and it's a lot faster when it does work on PC.

  35. Re:I didn't RTFA by blahplusplus · · Score: 2, Interesting

    "What's next? "Graphic" cards with hardware accelerated AI support?"

    Actually this isn't a bad idea, this is a good idea since pathfinding in games like Supreme commander is just a nightmare as you add more units, I've wondered about using the GPU for pathfinding acceleration.

  36. Re:I didn't RTFA by somersault · · Score: 2, Insightful

    Doom is a futuristic shooter. We had it back in this thing called the 90s ;) And an RTS is an RTS. Driving games on the PC have never been quite as prolific as on consoles either.. something I used to lament, but things are improving these days.

    --
    which is totally what she said
  37. Re:I didn't RTFA by xouumalperxe · · Score: 2, Informative

    Except that general purpose CPUs aren't really particularly great for raytracing. GPUs are simply special-purpose processors designed with raster graphics in mind. The newest fad is, of course, using all that special-purpose horsepower in more imaginative ways, but it's still a raster graphics processor at heart.

    Why is it that they're raster graphic special purpose processors? Because raster dominates the playfield. What's the logical conclusion there? As soon as raytraced graphics engines start becoming popular enough to write a standard library for them, a la OpenGL or Direct3D, nVidia and ATI will be marketing special-purpose raytracing processors, and intel will either radically shift their core market (general purpose CPUs), or be in the same position as it is today relative to games. The raytracing push has nothing to do with intel wanting to keep its present product line relevant.