City of Villains To Support PPU
by Maarten Goldstein, Mar 21, 2006 11:07am PSTAGEIA today announced that Cryptic Studios will update City of Villains to make use of the PhysX physics accelerator cards that are coming out soon. The PPU support will mainly help with the game's particle effects, with the press release listing a few examples.
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Comments
Aegia is giving away the SDK for free (you can dl it off their site) while Havok charges hundreds of thousands of dollars per game
Aegia already has BFG and ASUS in the bag, and these are heavyweights in the industry with excellent reputations, not just some shcmucks
The intial cards are supposed to retail at $250, but as video, sound, network cards and CPUs show, technology becomes cheaper after it's adopted. If PPUs take off, there is no doubt that cheaper solutions will become available.
I'm all for this initiative, and I'll be one of the early adopters for sure.
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honestly, I don't want to spend an extra $50 - $100 on something like this.
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They do polygon transformations, texturing, lighting, and now they do those same things on pixels. (Shaders).
Their architecture was designed to do those kinds of things very fast. The state of video game graphical detail, (# of polygons on scene, texture resolution, all the new shader stuff) actually outpaced the video chip design. So the cards grew very quickly. Now the 'video subsystem' (chip, memory, cooler, etc) is the most expensive part of a PC. Even more (ironically) than the mobo, cpu, RAM subsystem.
I got off track.
My point, and only The Carmack knows (kidding), is whether physics has that same level of separation. Can you so effectively separate world physics from game logic as you can the rendering? Are there simple definable functions (like matrix multiplication) that you do over and over with physics calculations to the point where designing a hardware solution makes sense?
I guess my thought is that now that processors are going multi-core, wouldn't it be simpler and just as effective to simply put the physics on a seperate core/CPU and have the benefit of residing in the main system RAM, and being close to the game logic?
I'm not a physics programmer, but it seems to me it's closer to general purpose calculations than it is to rendering
And if it's not...then I have to vote for Nvidia/Havok. You'd be doing lots of things with surface and vertex collisions, and the GPU is best at that kind of work.
Of course, there's also weight/mass, velocity, viscosity, friction. All of those things are completely unknown to a GPU.
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