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Physicists on Game Physics

by Chris Remo, Aug 07, 2006 10:32am PDT
Related Topics – Games: PC

Tom's Hardware has taken a look at the increasingly competitive world of video game physics solutions, comparing GPU-based and CPU-based solutions to the emerging standalone physics card approach. Weighing in on the matter are Claude Lacoursière and Kenny Erleben, scientists working in the area of physics modeling.

According to Lacoursière, there is one main problem with the iterative (GPU, PPU) solutions that are used instead of the direct, more accurate ones. Since they all work by making rough approximations, they don't take into account any long-term effects at all, which would require too much computing power. This, says Lacoursière, is the reason why both the PPU and GPU fail in being a sufficient platform. This job should instead be handled by the master of solving direct matrix operations: the CPU. The raw processing power of dual multi-core CPUs with large caches should mean that there is no problem in improving performance a great deal. Still, as Erleben points out, to really make good use of this multithreading architecture, you need to redesign all the algorithms involved, which will take some time to do.
Interestingly, neither Lacoursière nor Erleben believes a dedicated physics processing unit is the ideal solution, though they differ in their choices of the CPU and GPU for handling the task. Of course, as the article points out, game physics are somewhat different from real world physics in that, in a game, not everything necessarily needs to be modelled--just the stuff that's either fun to watch or has an impact on gameplay. As far as which card, or combination of cards, ends up being the commercially accepted means of giving us our physics, it still seems to be up in the air.




Comments

10 Threads | 22 Comments

  • I forsee physics-based games, the specialized hardware it runs on and the people that are attracted to it continue to form a growing community; it's happening right now. As more content becomes available and the technology improves, this niche sector of gaming will take on a larger presence. It's not going away.

    In a similar way (but to a lesser degree) that the hardware-accellerated fps community branched away from it's software-rendered sibling, so too will this take on a fully supported life of it's own. That can only be a good thing for gaming as a whole, because computer gaming as an art or a hobby borrows from other aspects of itself to develop newer less mature iterations.

    The physics components will continue to grow and become more powerful, and the games and simulations that are made will be there to take advantage of that. A persistant world and all that implies will take on a whole new meaning.


  • As long as the approximations are accurate enough, it's all good. Computers do loads of mathematical approximations. Even when it comes to a simple number like a 1/3, that number is typically just stored as an approximations (.333333..., the number of decimal places depends on various stuff).

    To give a different example, light in realtime 3D graphics is usually just a very crude approximation to how light really behaves. Usually lighting in computer games isn't even computed in a proper physics-based way, rather some simplistic model / hackery is used to make lighting look somewhat decent. There's no way current computers can do accurate bi-directional ray-tracing (in this method, basically for each pixel in the graphics scene, rays are "shot" around and the colour of the pixel is thus calculated) for complex environments in real-time, and even ray-tracing which is pretty damn accurate, isn't an absolutely accurate way of calculating lighting, since light doesn't actually travel in perfectly straight lines (gravity affects light). But there's no real need for 100% accuracy and full, correct modelling of every single physical property of light (or any other physics stuff), when somewhat crude models do the job and give us smooth framerates.