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Carmack Keynote Info

by Steve Gibson, Aug 15, 2005 11:30am PDT
Related Topics – John Carmack, PhysX

While we were off goofing around with Shackers Scott Wasson over at TR was taking crazy notes at the John Carmack keynote. He's got a pretty good summary of what went down and where our 3D messiah is leading us. A quick bit on PhysX too:

Carmack said he considers the prospects for the upcoming physics acceleration chip on the PC iffy, because physics presents a very fundamental problem that graphics doesn't have: it isn't easily scalable for level of detail. Either an object in the game is a true physics object with which other objects can interact, or it isn't. Carmack predicted this constraint would lead to a number of physics-accelerated titles where acceleration affects only elements, such as flowing water, that are peripheral to the core gameplay experience.




Comments

19 Threads | 52 Comments
  • I wanted to respond to a few of you, so I'll just post this top level.

    Those of you who say JC is not taking physics seriously aren't getting his point The thing that allowed adoption of 3D graphics was that is could be pahsed in slowly. Some people had accelerators, some didn't. And at the end of the day, with Quake2, you could play the game the same way whether you had a 3D card or not.

    Even when 3D cards were commonplace (like now), if you have a bad card, you just tone down the settings, but the gameplay stays the same. What JC is pointing out is that with a physics accelerator, this isn't possiblre in the same way.

    I'll use the same word he used: it doesn't scale as well as 3D acceleration did. When you introduce a new feature that affects gameplay, you have to be very careful that the entire audience that buys the game will have access to that feature. As he already pointed out, if you try to introduce physics to a game in a way that makes it optional, it will end up only affecting parts of the gameplay that are optional - like water, wind, trees, stuff like that. You can't make puzzles centered around having a physics accelerator, because a lot of your audience won't have access to that.

    And then you get to the chicken and egg problem: no one will want to pay for a physics accelerator because it doesn't change gameplay. No games will be released that make use of a physics accelerator because they can't afford to market a game ONLY to people that are in the top 10% with respect to hardware.

    I hope you see what I'm trying to say: JC wasn't bashing physics as being important, he was pointed out a large barrier to adoption which has to do with a phasing-in process for the hardware and the games. And, as he started out saying, that has to do with the nature of the feature. In the case of 3D cards, it worked. He's arguing that with physics cards, it'll be "iffy" because it'll be harder to phase in.

    As usual, I think the guy is spot-on, but I know the shack isn't the place for id fans. =)


















  • To use the chip as something integral to gameplay is going to take a developer who is willing to make the card something necessary in order to play the game as id did with graphics cards when Quake 3 came out. It took three years from when graphics cards were optional enhancements that provided interesting but unnecessary enhancements to lighting and quality to when they were necessary to further develop the game. I wonder if physics will catch on faster than that 10 years after the last development major in gaming technology first emerged now that more gamers are more willing to spend $$$ for a top machine, or if the much longer development timelines will mean that physics is going to take much longer to be implemented.