Hi all,
In my last post I mentioned the wonders I beheld at GDC:06. Among the nicest were the physics demos so I thought I’d spend a couple of minutes on that.
Physics at the show was all about hardware - well, there were some other topics covered but hardware was the star. Any time you have to take a set of data and process it to arrive at a transformed set of data you have to think about whether that process could be accelerated in hardware. The bigger the set and the more times per second you have to process it the better.
Hardware acceleration is a given now for graphics, with millions of vertices passing through the GPU every second. Physics, AI, and modeled audio are just a few of the other typical game processes that might also benefit. This is not a new concept, of course, but its nice to begin to see it in action.
AGEIA
At GDC:06 AGEIA announced that its PhysX processor was shipping, with design wins through Alienware, Dell, and Falcon Northwest and upcoming add-in boards from ASUS and BFG. The AGEIA physics processing unit (PPU) is a specialized accelerator that provides a hardware pipeline for physics.
Developers access the pipeline via the PhysX API. While there’s a licensing fee to use the API by itself, it’s free if the developer agrees to support the AGEIA hardware, join in co-marketing, etc. According to AGEIA the API includes systems for rigid bodies, particles, fluid, cloth and clothing, character control, and simple vehicle dynamics.
As of my most recent check the company lists nine available enabled titles, with about 16 more upcoming - and company boilerplate notes that more than 60 developers are working with the technology. At the show I was able to play with the CellFactor demo a bit and the thing was certainly impressive; especially what I will forever lovingly call the ‘gravity gun’.
HAVOK
Not to be outdone, Havok announced Havok 4.0 at the show. The new version features some very nice tidbits such as Havok Behavior - a new system for composing and previewing complex character movement and interaction - and Havok FX - a (surprise) hardware-based processing pipeline for in-game physics.
Havok FX pushes its processing through existing GPUs, at least those capable of Shader Model 3. At the show the company was demoing the new system at the NVIDIA booth, running on a second, linked, graphics card and the performance was impressive. Of course, if you don’t happen to have two cards you don’t get quite the show.
FX is very cool though, honestly, it almost seemed as if the company sort of rushed to put the system together as a GDC demo to answer the inevitable question about whether Havok would be hardware accelerated at some point. I do believe, however, that the company will continue to make strides down the acceleration path and, by GDC:07, we’ll be seeing even more physics goodness from Havok.
BTW, not intending to disrespect Havok with the previous statement - clearly their tech guys and the NVidia guys put a lot of work into the technology they previewed at the show. My comment was more intended to point out that there’s a lot more than can (and probably will) be done. And, no, nobody from the company complained
I just thought I should clarify.
This is possibly the good bit…
After the show one of my first thoughts was, well, gee, it’d sure make sense if maybe NVIDIA were to think about picking up Havok during its next round of acquisitions. It would certainly be a good way to differentiate its product offerings from the other guys. Of course that might, I thought, lead to a possible purchase of AGEIA by ATI as a quick way to pick up the core technologies.
It would be a cloudy crystal ball indeed that didn’t show that these guys need stuff like this to continue pushing demand for silicon. I still wouldn’t be surprised to see NVIDIA pick up either Havok or AGEIA at this point. ATI, post the recently announced acquisition, is less likely to do so these days - that’s complete conjecture on my part, of course.
Some day maybe I can point back at this post and toot my own horn about how prophetic I was. If not, I’ll just pretend I never wrote it
.
More later,
M