A Closer Look At PhysX: Our Take On The PPUby Derek Wilson on March 11, 2005 12:08 PM EST
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Video games have pushed the computing envelope for years. Ever since Wolfenstein 3D exploded onto the scene in 1992, gaming performance has been a focal point of the performance characteristics of computer systems. In order to compensate for the ever building desire for faster games, graphics card companies began adding 3D acceleration to their hardware portfolio. First came the 3D only add-in card, and then later we saw the birth of the highly integrated GPU combining 2D and 3D functions on one chip.
AGEIA would really like the world to embrace the idea that a discrete PPU will do for physics what the GPU did for graphics. It is true that the complexity of physics in games has been increasing steadily for the past few years. The catalyst has been making physics easier for game developers. Innovations by companies dedicated to physics have produced software physics engines like Havok. This allows game developers to focus on their engines or games while using the latest in real-time physics as a back bone for user interaction.
We’ve seen the joy of ragdolls in recent titles. One of the coolest features of Half-Life 2 is the level of interaction the user has with the world. In any given level, there are plenty of objects to kick, knock or throw around. Who wouldn’t want to be able to play with thousands of objects in any given level rather than tens? What about real looking clothing, hair, or water?
Sure, some approximation of these things can be done on today’s graphics cards. But it’s not yet possible to have characters comb their hands through their hair realistic way. Clothing can’t move or tear like real cloth. Fluids don’t respond to splashes or movement in a proper way. The AGEIA PhysX PPU proposes to bring these features to a game near you.
Why do we need more processing power for physics? Let’s take a look.