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tjaika1910
03-21-2006, 03:05 AM
Check this out:

http://www.dailytech.com/article.aspx?newsid=1332

tjaika1910
03-21-2006, 10:07 AM
I am bumping this a little bit since topics disappear so quickly...

Nvidia will make a physics prossesor out of grapic cards in a SLI environment to compete with Ageia PPU. Since it seems to be mostly a sm 3.0 thingie the Havok solution might be equaly awailable for ATI card (with fully shader model 3.0)

iroseland
03-21-2006, 11:30 AM
interesting.

It would be even nicer to see a gpu + ppu all on the same card. So in SLI you could get txgpu and 2xppu instead of just 1 + 1 or 2.

Either way this will help to speed the adoption of PPU's which in the end will be really good for simming.


BSS_AIJO

Airmail109
03-21-2006, 12:04 PM
Wonder If oleg could offload some of the code onto a second GPU, to lighten the work for the CPU.

NonWonderDog
03-21-2006, 12:07 PM
This would actually be COMPLETLY useless for flight simulator physics, except for explosion effects or trees blowing in the wind. NVidia GPUs are *incapable* of relaying physics data back to the CPU, so any physics that happen on your video card are going to be visual only.

When you understand that, this makes a whole lot of sense. Your second NVidia card in SLI can either let you run at high resolution or it can make your water and explosions really pretty. What it *can't* do is simulate bullet trajectories or aircraft flight or anything else that actually affects the game.

See these for more info:
http://www.techreport.com/onearticle.x/9610
http://www.theinquirer.net/?article=30434

BaldieJr
03-21-2006, 12:08 PM
its neat we can bolt an xbox 360 in a pc case or we can have someone make it for us.

LEXX_Luthor
03-21-2006, 12:23 PM
Listen to NonWonderDog, and be very afraid -- and very very rich.

Nvidia SLI physics is a fat pipe dream, Eye candy squares up against interaction

~> http://www.theinquirer.net/?article=30434

long read...


Most important...


The Ageia way of doing things is the 'real deal', it can make things bounce, cars crash, and have the game work with it. The gravity of the asteroid can pull your ship off course at a critical time just before the warp jump in ways that SLI physics, in V1.0 at least, can't.

So, the Nvidia approach is smoke and mirrors: pretty, shiny, and ineffectual. The kind of thing you want to do in demos, but not in games.

As for the physics API's...


:
The answer is money. Havok costs more than a good Ferrari for every game, Ageia gives away PhysX for free now....