Game Devs Only Use PhysX For the Money, Says AMD
arcticstoat writes "AMD has just aimed a shot at Nvidia's PhysX technology, saying that most game developers only implement GPU-accelerated PhysX for the money. AMD's Richard Huddy explained that 'Nvidia creates a marketing deal with a title, and then as part of that marketing deal, they have the right to go in and implement PhysX in the game.' However, he adds that 'the problem with that is obviously that the game developer doesn't actually want it. They're not doing it because they want it; they're doing it because they're paid to do it. So we have a rather artificial situation at the moment where you see PhysX in games, but it isn't because the game developer wants it in there.' AMD is pushing open standards such as OpenCL and DirectCompute as alternatives to PhysX, as these APIs can run on both AMD and Nvidia GPUs. AMD also announced today that it will be giving away free versions of Pixelux's DMM2 physics engine, which now includes Bullet Physics, to some game developers."
Sounds to me like AMD just wishes they'd thought of it first. There's no reason AMD couldn't offer similar deals.
I wouldn't be surprised if most game devs wouldn't implement PhysX if not for a subsidy. Only half the market is going to be able to take advantage of it after all. It may not be that they don't want it, just that it's not an economical use of their time otherwise.
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surprised?
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I've never figured out what PhysX is supposed to do. More realistic physics I suppose? Well I can't say I've ever noticed any difference between a game that uses it and a game that doesn't. So, what, the corpses flop differently?
How is this any different then what Microsoft does ?
Sounds to me like AMD is just taking pot shots at NVIDIA. They probably wish they had either invented it or bought up Ageia before NVIDIA. Are there any games out that use OpenCL for physics? Or DirectCompute?
Trust me, NVIDIA will flog the Physx horse as long as it can. Eventually something will replace it anyway, so who gives a shit. Apart from software-based CPU physics, I haven't seen too many Physx titles and nothing for OpenCL or DC yet. I do have a 9600GT dedicated for Physx in my gaming rig, for those few titles that support it.
Even before hardware accelerated PhysX was on CUDA and you only got it with the standalone card, I always thought PhysX looked a bet nicer than Havok in action. I've been wishing more games used PhysX for a while, but it seems that if a game is going to be cross-target to the consoles as well, Havok is just a lot more likely. It may just be my own perceptions, but things seem to have a bit more consistent behaviour in regard to momentum and mass in PhysX whereas Havok seems a bit "floaty" a lot of the time. This may just be a result of constants designers pick, or something, I don't really know the details. But I personally just like PhysX better, from a player standpoint, hardware accelerated or not.
A few months ago I bought a new pc after years, and it has an AMD cpu but an nVidia gpu (it's assembled by myself). For hardware compatibility reasons it would appear obvious to buy an AMD/ATI gpu, but the problem is, I use Linux. And AMD graphic drivers on linux still suck compared to nVidia's. Why don't they shut up and strive to make decent drivers? They would get new customers, including me.
It seems a lot of people are kvetching at AMD for this because they're criticising a competitor. I think it's really more relevant to consider if what AMD says is true - if nVidia is paying people to use their proprietary stuff and then claiming it has broad industry adoption (and therefore is good), that's pretty shady.
I'm not sure how we really can tell if the criticism is valid unless we're in the industry though.
For every problem, there is at least one solution that is simple, neat, and wrong.
GPU makers are in a bind:
- IGP are now enough for 90% of users: office work (even w/ Aero), video, light gaming, dual-screen... all work fine with IGPs
- the remaining 10% (gamers, graphic artists) are dwindling for lack or outstanding games: game publishers are turned off by rampant piracy, mainly online games bring in big money nowadays
- GPGPU is useless except in scientific computing: we already have more x86 cores than the devs know how to use, let alone use a different computing paradigm
- devs have to target the lowest common denominator, which means no GPGPU for games
I'm actually think of moving my home PC to one of the upcoming ARM-based smarttops. They look good enough for torrenting + video watching + web browsing, consume 10 watts instead of 150...
The Cloud - because you don't care if your apps and data are up in the air.
Intel owns Havok (since 2007) and licenses it out all over the place. There's a page that has all the titles using it (http://www.havok.com/index.php?page=available-games) and it is not a small list. Havok also runs on the CPU exclusively (and will probably continue that way since Intel wants to sell quad cores) so works no matter what your graphics card.
It's also not just physics anymore, there's Havok animation libraries and so on.
This kind of incentive is anti-competitive.
1. It eliminates competition by feature/functionality.
2. It meaningfully constrains innovation. A novel product without capitalization to participate is shut out. (That's the goal anyway)
That said, this kind of incentivizing is everywhere. (game consoles, mega-retailers, mobile phones) No one seems to care about the increased costs consumers assume or constraint on innovation.
I have my bias, what is yours?
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Though the reason for that at this point is the newness of the APIs, not because they can't be used. We'll have to wait a couple years to see if one or both of the technologies take off. Please remember that the OpenCL API didn't get finalized until the end of 2008, and GPUs didn't implement it until several months later. So there has been less than a year that one could develop on real hardware using it. DirectCompute was released with DirectX 11, October of 2009. Also it requires DirectX 10, 10.1, or 11 and as such requires Windows Vista or 7.
There hasn't been the time to develop a physics engine using either of the technologies yet and implement it in a game. Also the two big middleware engines have no interest in using it at this point. One of them is PhysX which is nVidia of course. They want to use it to help sell hardware. The other is Havok, owned by Intel. Well they too want to use it to help sell hardware, meaning CPUs in this case. As such it'll probably stay all CPU based.
Means is we are to see an OpenCL/DirectCompute physics engine in a game it'll either need to be custom developed for that game, or a new middleware solution from someone else.
While I don't think it's super dire, it's certainly a concern. I can add another point. Steam confirmed for Mac.
Problem? Macs don't take the latest and greatest off-the-shelf graphics cards, and generally are a fair bit behind the curve, way back in 'casual land'.
On the other hand, maybe if Apple open up a bit this is a way to sell more and better cards rather than another spike in the coffin.
Belief is the currency of delusion.
What strikes me as the real issue here, is that game devs dont want to invest time on a proprietary graphics API that only a portion of their potentially targeted demographic will have access to.
EG, They don't want to use PhysX, when some non-trivial percentage of their customers will have AMD/ATI video.
It doesn't matter if PhysX would allow them to do real-time particle simulations of shrapnel, and thus create a more immersive FPS-- If some non-trivial percentage of their target audience cannot make use of that technology, then they need to be compensated for that loss.
To me, it isn't that PhysX is bad; it is that it is nVidia Only.
Take a short history lesson from the 1990s, when DOS games were the rage. Prior to the VESA standards people creating industry standards for high resolution video modes from DOS, certain games would only work on certain hardware; Same situation with audio capabilities. You wanted wavetable audio? Too damn bad unless you have a genuine MT32 plugged into your soundcard, or you have an actual AWE soundcard.
All that changed when Microsoft proposed DirectX for windows gaming.
Early versions of DirectX were indeed; total shit. Now, however, it is a well mature API, and is the primary target for game developers, because of its uniformity and ubiquity. It doesnt matter what random POS hardware is in there, as long as it has a directX driver; the game will at least start, and display a picture.
What needs to happen with "Processing on the GPU" taking off, is that a standardized implementation that is hardware agnostic needs to be drafted and approved.
Otherwise, it's just a case of yet another patent trolling, market playing pissing match between two or more squabbling children.
"He has to BUY PEOPLE OFF! His stuff is OBVIOUSLY crap! (Use my free license!)"
What we actually need is a platform and hardware agnostic API for doing GPU processing tasks. Not vendor kickbacks, like paid incentives or free licenses.
I find both players equally culpable in this debacle.
A friend told me about his experience with Utopia. It implemented GPU-accelerated physics in one of recent patches. But try hard as you wish, he failed to notice any difference for weeks of gameplay. Until he entered the central city. With flags by the entrance fluttering smoothly in the wind, instead of the old static animation.
Yep, that's it. Many megabytes of a patch, a game of hundreds of miles of terrain, hundreds of locations, battles, vehicles, all that stuff... and physics acceleration is used to flutter flags by the entrance.
45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
Nvidia has failed to engage the coding community in the right way. Any hardware-accelerated physics API needed to be openly available at the DirectX/OpenCL level from the begining. AMD has kind of seen the light here.
The original intention of Ageia and their PhysX set up seemed to be just to sell the company, rather than try to make a viable business model of selling hardware. Ageia would have been more open with API and code right from the start if they intended to make a business selling hardware.
After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
We don't have any proof that developers don't want PhysX. What we have is spokes person from company A saying that no one wants company B's technology. There are no scientifically obtained statistics only one guy's - a competitor - opinion.
Nor did the article state *why* it may be unwanted, or any specific why-nots for using PhysX
Yeah... this is more of a solution than a problem, any way you slice it. Why? Simple ... Many of the games they'll deliver to Mac users via Steam will offer cross-platform network play. So regardless of the specs they're constrained to for a native Mac version of the game, it will help keep a title popular having more people playing it. They can always support higher-res graphics capabilities in the Windows version, if they so desire. And if they do? All the more incentive for Apple to start releasing better graphics options for their own systems.
in Korea, only old people use PhysX for the money, because Netcraft confirms that Apple is dying
"They're not doing it because they want it; they're doing it because they're paid to do it."
Doesn't this describe just about any paid project? Just sayin'
Don't kid yourself. It's the size of the regexp AND how you use it that counts.
Because I heard that the driver quality was up, and because ATI has decided to embrace the fully open-source driver model (even if their fully open driver is just nascent), I took the plunge last fall.
I can thus far report the driver itself is working fine - roughly comprable to nvidia, with one exception where they regressed the ubuntu package build (and this could be fixed with a workaround that was relatively simple once you knew it).
Driver quality has IMO decimated ATI's business; many gamers and enthusiasts buy nvidia so that they can dual boot - i.e. are not stuck on Windows. Frankly even on Windows there were ATI driver issues for a while.
But if you were looking to pick up one of the hot new ATI cards, I can give you one data point that it's doable now.
The game development cycle is already airtight, because competition is fierce, and every new feature is old news in a few months, when your competitor games catch up. They hardly have time to test games, these days. Every day the game isn't on the market is money lost. And it's hard enough to debug a game with all the standard set of PC's, now add to that specific hardware configurations with specific feature sets, and you've got a testing nightmare. And what if there's a bug? what sort of support comes, if at all? it's more likely the game project management will more likely instruct the testers/devs to turn off the feature and go gold. --Ray
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Ageia's innovation wasn't their technology. It was their business model. Havok gets a fixed fee per title. Ageia's "physics chip" got revenue for each graphics card. Both Havok and Mathengine had serious revenue problems as standalone companies. The original investors did not do well. Both were eventually acquired. The basic problem is that game middleware isn't a good business.
Physics in the GPU is mostly useful for visual effects like water, snow, fire, explosions, etc., where the motion doesn't feed back into the game engine. Ragdolls and vehicles are usually still done in the main CPUs.
They're not doing it because they want it; they're doing it because they're paid to do it.
I can say the same thing of just about everyone who is employed, even the folks at AMD. Though, it's only in the "creative" arts where there's always this odd shiny coating of "fidelity" that seems to be desired and added on as a last step. In reality, this coating is as faux as the images and sounds that these arts provide. The bottom line - it's a business, any art is just an afterthought. If they can make more money with a feature plus marketing kickbacks than by leaving the feature out, they'll do it. I guess AMD is getting its ass kicked and that's why they're whining. Please, spare us...
That is all.
i wouldnt even care if physx was the biggest software innovation of the century - in gaming, especially in regard to graphics, we have suffered a lot because of proprietary shit in the last 2 decades. i dont want to see that again. even if its coarse, inadequate at the start, everyone should push for open standards so that we wont get in deep trouble later.
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they are implemented good. so far what i have seen in all those 'physics' engine games (irrelevant of whose engine is it) has been geometrically constructed splinters and pieces flying around. it takes more away from realism than it delivers, because the visuals they create (ie the distribution and nature of the destruction) is generally unrealistic.
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Like they did with Crysis.
Um, don't game developers only develop _games_ for the money?
Like OpenGL -vs- DirectX.... oh... wait... :-P
Ah, but see, that right there tells you why PhysX is doomed. The PhysX-equivalent from the early days of consumer 3D was 3DFX's GLIDE library. By the accounts I've heard a fine library, and it certainly did its job of enabling game developers to support 3DFX cards. Using it made good sense, even though I'm sure 3DFX payed some developers to do it, because at the time Voodoo was the only game in town. Nobody else provided consumer/gaming 3D capabilities on par. So that was good, for a time.
But then as soon as other graphics card manufacturers started making cards with similar capabilities, suddenly the value proposition for a game developer changed. Soon, you basically the choice of OpenGL, Direct3D, and GLIDE, and they broke down like this:
OpenGL: Runs on any platform.
Direct3D: Runs on any Microsoft platform.
GLIDE: Runs on any platform with a 3DFX card, and then still mostly Microsoft-only.
You can argue back and forth about the merits of Direct3D vs OpenGL and giving up non-MS platforms -- if you're including consoles, then maybe not a great idea, but if you're targeting the PC, then MS-only is still 95% and hell lots of games decide to be MS-only before the graphics API decision even gets made. But to go after only the subset of PCs that have a 3dfx and not an NVidia, ATI, or Matrox card? Yeah right! GLIDE dropped off the face of the planet.
PhysX is in the same boat. It's a library that should be replaced by an open standard like OpenCL that AMD is pushing, but may instead be replaced by Microsoft's DirectCompute or whatever they call it, or possible an ecosystem where both exist. Either way, unless PhysX somehow becomes the new MS library, it's going away and in 10 years nobody will remember it.
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So we are to believe that working for AMD, we can do whatever we want, and not be ordered to do stuff we don't want ?
And what ? Developer companies doing things for the money ? No, I can't believe that. I mean, all their games are free today, right ?
This simply can't be true. I never heard of any company doing their stuff for the money. They all do it for the sheer pleasure of whatever it is they do.
morcego
I have to disable PhysX in the nVidia control panel to get HL2 or any of the Source engine games to run properly! I had no idea what was causing these games to crash. After disabling PhysX they work right every time!
Apparently it doesn't do anything crucial or even noticable as my games run just fine with it turned off. And now I'm told the game devs don't even want to use it?
This "feature" has caused me nothing but grief!
AMD is advocating for a similar technology that works on their hardware as well as on nVidia's
That sounds a bit like "both country and western" to me.
Ah well, I guess it isn't AMD's fault that when they make open standards there are only two (maybe three) implementers...
With recent driver versions if you put an ATI card in your machine next to a nVidia one PhisX gets disabled.
http://www.tomshardware.com/news/nvidia-physx-ati-gpu-disable,8742.html
We both said a lot of things that you are going to regret.