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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duh, it's got what gamers crave!
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How is this any different then what Microsoft does ?
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.
Ask, and ye shall receive: http://en.wikipedia.org/wiki/PhysX#PPU
Living With a Nerd
The ones with PhysX are more likey to crash because nvidia drivers aren't prefect.
Not a trolling attempt: I have played Mirror's Edge game where flag vawes realistically on PhysX, but it crashes on same spot always. Just before crash flag looks weird.
On Radeon, flag doesn't wave so naturally, but game does not crash either.
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...
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Are you seeing any benefit from that 9600GT? My complaint about physics in games is that because not everybody has the hareware for it, the developers have kept the number of physics objects down to a bare minimum (a create here, a rock there, sometimes a ragdoll deadguy), so you really don't get a feeling like there is physics in the world, just sometimes bodies will flop around and boxes will bounce a bit. Because of this, dedicated physics hardware goes to waste almost all of the time.
It would be cool to have a game where nearly everthing was physics enabled, and you just spent most of your time applying forces to objects to get stuff done--Oh' no! a badguy! I'll stop time for a second, apply a push to a nearby door, and cause the door to slam open in his face. Or maybe a clock will fly off of the wall and bonk him in the head. Maybe I'll knock a bookshelf over instead. And not in the pre-scripted "Hmm, I just got my gravity gun, and oh my, apparently a woodshop exploded over the town and littered the place with sawblades..."
I read the internet for the articles.
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.
Actually this sounds fairly familiar, there are strong parallels between this and AMD's issue with Intel.
Nvidia is using their marketshare to push forward their software that can only run on their cards by paying companies to use it. If the developers are using Nvidia's solution then they are not using the competitors.
Don't know something? Look it up. Still don't know? Then ask.
because, yet again, catering to the linux desktop community would be like gmc catering to the double amputee community. there are next to no users and the few users that are there seem to revel in running their machine off of 80 dollars worth of parts that they only upgrade after every other president.
sorry guy but the linux community is notoriously cheap and when you have a niche market like that you need for them to be big spenders to make it worth while. how else do you think that bentley and rolls royce get away with making less cars than most manufacturers use in crash tests in a year but still maintain a profitable business?
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?
http://www.maxineudall.com/2010/02/should-economists-be-sued-for-malpractice.html
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.
Exactly what M$ does...use their marketshare to push their software that can only run on their PCs, etc, etc, etc...
I think it makes you look like a dipshit everytime you provide a link.
You do not provide any sort of answer, and you assume that the person did not already google it.
So lets assume that the person did google this, and did not find an answer that helped him understand the issue. Wouldn't a good next step be to ask others for help? Is Slashdot not a good place to ask the question?
Don't know something? Look it up. Still don't know? Then ask.
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.
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.
It can be hardware accelerated on the GPU. That's it.
The benefit: Physics is one of those easily parallelised problems so a very large increase in complexity is possible.
The drawbacks: There's less GPU time available for drawing stuff so your framerate suffers. And of course, it's limited to Nvidia hardware only.
The latter leads to a drawback of its own: the technology can't be used to its full potential because many people who buy a game won't have the necessary hardware. So it can't be used in ways that would affect gameplay.
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.
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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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Excellent reply.
Slashdot brings in geeks from all realms. Some may be smart in one area, but clueless in others with no real knowledge of a subject. Even to the point of "Hey, anyone mind helping me understand this issue?".
I should have re-read the original post on this thread, the original poster was an idiot, but even so telling him to google it would do nothing, especially in this case since he has already used PhysX in games and was mainly stating that he saw no point.
My reply was mainly a knee-jerk against the lmgtfy posts, didn't really fit this thread though.
Don't know something? Look it up. Still don't know? Then ask.
If Microsoft made computers you would have a point.
I guess your point may have been that Microsoft only made software that works with their operating system? If so, that would also have been slightly incorrect in that Microsoft does put out a version of Office for Macs. They don't do much beyond that for other operating systems so you would have been close.
Don't know something? Look it up. Still don't know? Then ask.
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.
Read radical news here
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.
Read radical news here
Like they did with Crysis.
Um, don't game developers only develop _games_ for the money?
because, yet again, catering to the linux desktop community would be like gmc catering to the double amputee community. there are next to no users and the few users that are there seem to revel in running their machine off of 80 dollars worth of parts that they only upgrade after every other president.
Hey! I upgrade at least once every president! (...or at least I did for the last two, who both served two full terms.)
"Convictions are more dangerous enemies of truth than lies."
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.
The enemies of Democracy are
Well, more to the point of them using their market share to influence people and companies, but sure
I'm currently using a Radeon 2600 HD under Linux. With open source drivers, in fact. It's good enough for what I want to do (though the 3D support isn't as good as the closed source driver) and I don't have to deal with the NVidia binary blob and its bugs. (Seriously, they managed to break 7300GS support in a minor patch on several occasions, then took ages to fix the regression. Plus, I'm not sure that KDE works quite right on NVidia hardware even now.)
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
It is the way its being done that is questionable, not that it is being done.
Use of market share as a marketing tool is completely legal and common as dirt.
Don't know something? Look it up. Still don't know? Then ask.
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!
The obvious solution would be to ensure that no president survives more than half a year in office.
USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
duh, it's got what gamers crave!
We crave no DRM also, but I don't see that happening that much...
Be seeing you...
Ok thanks, I'll give it a try ASAP, but still I see a big difference between nVidia and ATI drivers on linux. For example, XBMC that in my opinion is the top for building up an HTPC, only supports hardware accelerated video decoding on nVidia, using VDPAU. That's an intresting feature if wou want to see 1080p video.
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.