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#1 |
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Geoff Richards
Moderator
Join Date: Jul 2003
Location: UK
Posts: 2,089
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PlayStation 3 physics by AGEIA
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#2 |
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DUR HUR
Join Date: Nov 2005
Location: Bristol, UK
Posts: 5,696
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I was expecting a bit more from this PPU thingy, I've watched a few vids on thier site and it wasn't very impressive, but if it allows developers to put decent physics in thier game then I suppose it's good.
Any ideas on how much these things will cost? |
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#3 |
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What's a Dremel?
Join Date: Mar 2006
Location: Canada
Posts: 3
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350 to 400 as I understand?
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#5 | |
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Arma Virumque Cano
Join Date: Mar 2006
Location: NYC
Posts: 45
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#6 |
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Senior Overclocker
Join Date: Jan 2004
Location: NY, to small to know
Posts: 819
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how will they support the xbox 360? will later versions of the console have it along with the hd-dvd they are are also supose to impliment somehow.
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#7 | |
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69 Dude!!
Join Date: Jul 2004
Location: London, England
Posts: 69
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As for inclusion with Xbox 360 I believe they use the multicore architecture and set aside one of the CPUs or GPUs to be used as a PPU. Not quite sure on that though.
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Silent to the Dark Last edited by Comrade Penguin; 22nd Mar 2006 at 02:54. |
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#8 |
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Geoff Richards
Moderator
Join Date: Jul 2003
Location: UK
Posts: 2,089
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The PhysX physics engine is just like Havok really - it's a sort of self-contained chunk of code that developers can use for in-game physics rather than having to write their own routines from scratch. It can run in software just like Havok did / does in stuff like Half-Life 2.
The PPU PC card accelerates this stuff in hardware. PlayStation 3 will use some of its Cell processor funkiness to make it run fast. As far as I am aware, Xbox 360 will pretty much just run it like a PC without the PPU: the game will still make the same calls to the various physics functions at the API level, and AGEIA's software team will make sure that their code then talks really fast to the Xbox 360 hardware. What all that means is that for companies like EA who publish loads of games cross-platform, they can implement one set of physics and know that it will work across PC, PS3 and Xbox 360. |
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#9 | |
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Multimodder
Join Date: Mar 2006
Location: CA
Posts: 220
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With the other demos on the site -- like the falling boulders, or the fluid models -- keep in mind that while the artistry/graphics may not be all that impressive, the point is to show off that the physics is actually being calculated in real time -- if there's 1000 boulders, they're all being tracked in at least x,y,z coordinates, but possibly also in a couple rotational coordinates, as well as detecting collisions with each other and the ground and bouncing/breaking accordingly. Not really complex physics...but definitely lots of it to do in-game real-time without any pre-rendering (so it can happen differently every time). Anybody who's ever run physics simulations/calculations on their own knows how time consuming they generally are on a CPU, and how impressive this new era of real time calculations will become in the near future. |
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