Slashdot Log In
NVIDIA Launches New SLI Physics Technology
Posted by
ScuttleMonkey
on Mon Mar 20, 2006 03:07 PM
from the volunteer-rendering dept.
from the volunteer-rendering dept.
Thomas Hines writes "NVIDIA just launched a new SLI Physics technology. It offloads the physics processing from the CPU to the graphics card. According to the benchmark, it improves the frame rate by more than 10x. Certainly worth investing in SLI if it works."
Related Stories
[+]
NVIDIA nForce 4 SLI Intel Edition Launched 133 comments
Spinnerbait writes "NVIDIA took the wraps off their nForce 4 SLI chipset platform for Intel
Processors today and
there's a full review and showcase with benchmarks up at HotHardware.
As with NVIDIA's AMD version of this chipset, motherboards based on the
technology will support dual PCI Express graphics cards for load sharing in 3D
Gaming applications. What's perhaps even more interesting is how
the new NVIDIA memory controller actually allows the platform to out-pace
Intel's own i925XE in virtually all of the benchmarks."
[+]
NVIDIA and Dell Display Quad-SLI System 306 comments
Ryan @ CES writes "Today at the Consumer Electronics Show, Dell and NVIDIA announced a new XPS system coming later this year that will sport not one, not two, but FOUR GeForce 7800 GTX 512 GPUs running in a quad-SLI configuration. There are two physical graphics cards in the system still, but each has two seperate PCBs with a GPU and 512 MB of memory on each. PC Perspective has some information including pictures of the cards and Dell system as well as specs and details on how NVIDIA handles the new SLI data configurations. No word yet on power consumption and heat levels, of course."
This discussion has been archived.
No new comments can be posted.
NVIDIA Launches New SLI Physics Technology
|
Log In/Create an Account
| Top
| 299 comments
| Search Discussion
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
You know what... (Score:2, Interesting)
Re:You know what... (Score:5, Insightful)
(http://slashdot.org/ | Last Journal: Thursday February 21 2002, @04:37PM)
You can have a socialist government, and market competition.
The USSR's "implementation" of socialism was flawed. Don't get that confused with actual socialism.
Re:You know what... (Score:5, Funny)
(http://www.cursor.org/)
"And lastly, for reasons unknown, the AICS decided that half of the advisory board would consist of Communists and half of Libertarians. Since Communists believe that practically no one is a Communist including each other; and Libertarians believe that just about everything is indicative of Communism including most extant forms of Capitalism, the board reached an impasse in about half a second. "
Re:You know what... (Score:4, Informative)
Re:You know what... (Score:4, Insightful)
"Physics" (Score:5, Funny)
Re:"Physics" (Score:5, Insightful)
We already have that patent (Score:4, Informative)
(http://www.animats.com)
Our approach produces better-looking movement than the low-end physics packages. We don't have the "boink problem", where everything bounces as if it were very light. Heavy objects look heavy. Our physics has "ease in" and "ease out" in collisions, as animators put it, derived directly from the real physics. When we first did this, back in the 200MHz era, it was slow for real time (a two-player fighter was barely possible) but now, game physics can get better.
Take a look at our videos. [animats.com] Few if any other physics systems can even do the spinning top correctly, let alone the hard cases shown.
Improves framerate by 10x (Score:5, Insightful)
Therefore you get a 10x framerate increase over running massively intensive effects on the CPU.
This is good, because games will look nicer. But if you don't have the GPU grunt, you can simply disable (or cut them down) them in game - it won't affect the gameplay.
SLI? (Score:5, Insightful)
(Last Journal: Friday August 24, @08:58PM)
Re:SLI? (Score:4, Informative)
Nice (Score:5, Interesting)
(http://prometheus.med.utah.edu/~bwjones/ | Last Journal: Friday November 09, @08:01PM)
co-processor (Score:5, Interesting)
General purpose GPUs (Score:5, Interesting)
(http://www.vandemar.org/)
Press release. (Score:3, Interesting)
(http://www.sfu.ca/~rdickie)
1) What limitations are there on calculations. A GPU is not as general as a cpu and it would probably suck when dealing with branches especially when they aren't independant.
2) How much faster could this actually be. Is it simply a matter of looking to the future? (ie: we can already run with Aniso and AA and high resolutions so 5 years from now they'll be "overpowered"). IMO the next logical step is full fledged HDR and then more polygons.
3) What is exactly expected of these. General physics shouldn't be, but i can understand if they do small effects here or there.
All the answers to your questions... (Score:5, Informative)
(Last Journal: Friday August 24, @08:58PM)
Before people get too excited... (Score:3, Insightful)
Potentially shiny, but not really revolutionary or new. People have been doing particle system updates with shaders for a while now.
Re:Before people get too excited... (Score:5, Informative)
That has not been true for a long long time. Since PCIe became a standard, bidirectional communication between CPUs and GPUs has been as easy as unidirectional communication.
not limited to NVIDIA chips (Score:3, Informative)
10x faster? (Score:5, Funny)
Re:10x faster? (Score:4, Interesting)
I used brook to compute some SVM calculations, and my 7800GT was about 40x faster than my Athlon64 3000+ (even after I hand-optimized some loops using SSE instructions). So its perfectly understandable for physics to be 10x faster on the GPU.
I don't understand? (Score:1, Insightful)
Why would I waste precious GPU processing to process Physics? I mean, all the CPU does these days is handle AI, physics, and texture loading. If you offload physics to the GPU, then the CPU is doing less and your swamping the GPU with more work.
If it does increase frame rates, then I would suggest why not improve graphics rendering rather then physics processing. I find that for all the advances nVidia and ATI have made over the years, 3D gaming visual quality is still inferior to cinematic quality 3D rendering. I mean, playing F.E.A.R, a relatively new game on the market, with ALL the settings to maximum, while I get 12 FPS the image quality just isn't that great on a current generation card.
I would prefer if nVidia and ATI actually focused on bringing cinematic quality 3D rendering to gaming, instead of just claiming they do. I want smooth high-poly models with realistic lighting and 60fps. I could care less about a game running at 120fps that looks bad. All 3D games suffer from a kind of mundane pseudo style of 3D modeling that leaves relatively well designed models playing in big rectangles with high-res texture cheats. Give me more lushes organic environments. Bring nurbs into the mix by creating actual curved surfaces into real time 3D rendering instead of just lots of triangles mimicking a curved surface.
So, while nVidia may have its heart in the right place, the last thing people need is their GPU being taxed with physics processing. Isn't there supposed to be a physics add-on card entering the market soon anyways? Won't multi-core CPU's offer better physics performance then a single GPU? Instead of trying to compete against add-in cards and multi-core CPU's, nVidia should just focus on improving 3D rendering quality and actually start delivering on their promises of offering cinematic 3D rendering to each new generation of video card they hype about.
Re:I don't understand? (Score:4, Informative)
(http://slashdot.org/ | Last Journal: Friday October 24 2003, @04:10AM)
Re:I don't understand? (Score:5, Insightful)
Yes. Why does that surprise you? When you do incredibly complicated physics simulation, things can be very parallel and consequently GPUs outperform CPUs.
Why would I waste precious GPU processing to process Physics? I mean, all the CPU does these days is handle AI, physics, and texture loading. If you offload physics to the GPU, then the CPU is doing less and your swamping the GPU with more work.
You seem to be under the impression that your GPU cycles are more important than your cpu cycles. This is done with SLI for a reason..
If it does increase frame rates, then I would suggest why not improve graphics rendering rather then physics processing.
Because the quality of the render is controlled in software? Because hardware is currently limited by, ya know, physics and technology?
I find that for all the advances nVidia and ATI have made over the years, 3D gaming visual quality is still inferior to cinematic quality 3D rendering.
And in other news, offline processing is still more powerful than online processing. There's a shocker.
I would prefer if nVidia and ATI actually focused on bringing cinematic quality 3D rendering to gaming, instead of just claiming they do.
First of all, 99.9% of what nVidia and ATI do is exactly that. They are also starting to realize that the GPU paradigm, with minor modification, can be turned into a very powerful co-processor... and they are the experts at creating those types of chips. The market for them is growing... and they don't want to miss the boat.
I want smooth high-poly models with realistic lighting and 60fps.
And I want peace in the middle east. Give it 10 years, one of us may get our wish.
Re:I don't understand? (Score:4, Insightful)
Competition (Score:2, Informative)
PCI Express (Score:3, Insightful)
(http://www.kibbee.ca/)
Articles with more bite (Score:2, Informative)
this one is better:
http://www.tgdaily.com/2006/03/20/nvidia_sli_forp
Or choose you own adventure via Google news:
http://news.google.ca/news?client=firefox-a&rls=o
10x? (Score:1)
Just more load balancing (Score:5, Insightful)
Of course, the basic isn't exactly brand new -- some of us have been writing shaders to handle heavy duty math for a while. The difference is that up until now, most real support for this has been more or less experimental (e.g. the Brook system [stanford.edu] for doing numeric processing on GPUs. Brook is also sufficiently different from an average programming language that it's probably fairly difficult to put to use in quite a few situations.
Having a physics-oriented framework will probably make this capability quite a bit easier to apply in quite a few more situations, which is clearly a good thing (especially for nVidia and perhaps ATI, of course).
The part I find interesting is that Intel has taken a big part of the low-end graphics market. Now nVidia is working at taking more of the computing high-end market. I can see it now: a game that does all the computing on a couple of big nVidia chips, and then displays the results via Intel integrated graphics...
I don't like it (Score:1)
(http://www.babtras.com/)
Math coprocessor? (Score:2)
(http://ingqca.blogspot.com/)
Why use a GPU, use a PPU (Score:1)
(http://slashdot.org/None)
Re:Why use a GPU, use a PPU (Score:5, Interesting)
(http://www.ceyah.org/~jandrese/ | Last Journal: Thursday September 13, @11:11AM)
This is a bad idea (Score:1)
(http://masspanic.blogspot.com/)
Hardware is not the only preformance answer (Score:2, Insightful)
(http://9mmcensor.zerobrains.com/)
parallel processing -- just add GPUs (Score:1)
In my case, I've used it for stereoscopic image analysis in realtime. The best part about it is that you can add GPUs to a single box.
I don't know, but I would suspect that some of the bigger animation shops use multiple GPUs in a single machine for their rendering operations.
The PURE EVIL contained in modern graphics cards.. (Score:5, Interesting)
While there are lots of funnies off of this... (Score:4, Insightful)
> Are these new programable cards capable of reading main memory, which
> OpenBSD would not be able to prevent if machdep.allowaperture were
> set to something other than 0?
Yes, they have DMA engines. If the privilege seperate X server has a
bug, it can still wiggle the IO registers of the card to do DMA to
physical addresses, entirely bypassing system security.
Thus, a resourceful attacker theoretically could get access to kernel memory through anything which allows access to the video card. An unusual and probably difficult-to-exploit hole, but a possible hole none the less.
soooooooo (Score:1)
Ageia making physics card (Score:2)
(http://www.eyrie.org/~robotech/index.html | Last Journal: Thursday August 26 2004, @12:10PM)
NO SLI NECESSARY (Score:1)
"Currently, the new Havok FX engine will support SLI physics even for a single NVIDIA GPU. But NVIDIA states that an SLI configuration is still the preferred mode since it allows the second GPU to be dedicated for effects physics processing."
well, they COULD but... (Score:5, Insightful)
(http://projectx.gamerznet.com/)
Physics acceleration that allows for rather impressive collisions and water: MUCH EASIER.
Maximum output for minimum input. Having physics acceleration in the GPU makes sense as you don't have to buy an extra accelerator card.
Isn't da what the cell is supposed to do in PS3? (Score:1)
I thought that's what the IBM/Sony/Toshiba's cell broadband processor was supposed to do in the PS3? Oh well....
Long live multicore and/or multiprocessor technologies!!!! But mercy on the po' programmers though
Time for a paradigm shift.
OK, I'm done.
Dedicated physics processing = overkill (Score:1)
(http://users.ign.com/collection/Mr_eX9)
Maybe the most hardcore PC gamers or professionals out there could use a PPU so they can get the absolute most out of their hardware. For everybody else, it's just the latest "cool thing," and I really hope it doens't catch on.
Can't read the article... (Score:3, Insightful)
First, what physics API are they using? This is, after all, a little like OpenGL vs DirectX. You need a physics API to do this stuff, and there are out there a *lot* of portable and high quality APIs. Havok, Newton, Aegeia (spelling?), and the open source ODE ( which I use ). The APIs aren't interchangeable, and aren't necessarily free.
Second, at least when I'm doing this work, there's a *lot* of back and forth between the physics and my game engine. Maybe not a whole lot of data, but a lot of callbacks -- a lot of situations where the collision system determines A & B are about to touch and has to ask my code what to do about it. And my code has to do some hairy stuff to forward these events to A & B ( since physics engines have their own idea of what a physical object instance is, and it's orthogonal to my game objects, so I have to have some container and void ptr mojo ) and so on and so forth. If all this is running on the GPU, sure the math may be fast but I worry about all the stalls resulting from the back and forth. Sure, that can be parallelized and the callbacks can be queued, but still.
Anyway, I want info, not marketing.
Oh christ, and finally, I work on a Mac. When will I see support? ( lol. this is me falling off my chair, crying and laughing, crying... sobbing. Because I know the answer ). Can we at least assume/hope that they'll provide a software fallback api, and that that api will be available for linux and mac? After all, NVIDIA has linux and mac ports of Cg, so why not this? I'm keeping my fingers crossed.
New server tech! (Score:2)
Liars (Score:2, Insightful)
Liars end up in Hell.
Check out gpgpu.org! (Score:1)
How about a video card.... (Score:2)
(http://infaux.net/ | Last Journal: Thursday September 01 2005, @02:08PM)
FPS are a perfect example of where this will sell (Score:2)
(Last Journal: Sunday July 06 2003, @01:45AM)
Forget 'physics' - give me a good math API (Score:5, Insightful)
The cards' math capabilities would be so much more accessible (and thus used by so many more programmers) if Nvidia (and ATI) would come out with standard math-library interfaces to their cards. Give us something that looks like FFTW and has been tweaked by the card engineers for maximum performance and then we will see everbody and his brother using these video cards for math co-processing.
My prediction (Score:2)
(http://www.usermode.org/ | Last Journal: Sunday September 04 2005, @07:28PM)
Er, Not Exactly (Score:2)
How about, Certainly worth investing in SLI if it works on the specific game(s) you most want to play at higher speeds and/or resolutions.
Otherwise, not worth investing in at all.
Confidence (Score:1)
Unintended Gameplay Effects (Score:2)
The problem is that the internal logic of games like Quake and Half-Life is that, if the environment reacts correctly with respect to the physics of weapons, any game environment will quite quickly be reduced to piles of rubble and little more. Think of the pictures of Europe in WWII, and then imagine the map after a few rounds using the BFG. All those clever hidey-holes and corner sneaking tricks become useless when the terrain is quickly reduced to vaguely hilly, rolling rubble landscapes.
There'll be some dodges, like "this weapons does radiation damage, not explosive, so that's why the gyprock walls of the apartment building aren't destroyed while everything inside is pulped," but fundamentally, we're headed for a design crisis where the only remaining plausibility will be found in historical combat sims.
SLI stands for... ??? (Score:1)
Old School is new again? (Score:5, Insightful)
(http://slashdot.org/)
Each time I hear that an "advance" has been made and I read that it is basically re-integrating various components back into the primary system or tying those components tighter to the CPU then I can't help but scream "AMIGA!" Of course, this leads to co-workers walking wider paths around me while having avoiding eye contact '-).
Still, all of these advances lead me to believe that we might going back to a dedicated chip style of computing BUT what I am also hoping for is a completely upgradeable system that I can pull the, say, physics processor out and plug a newer version or better chip into without having to replace the entire motherboard or daughterboard. Which, of course, leade me right back to that whole screaming scenario :) The Amiga style of computing may yet live again.
BS (Score:2)
Now in the less than best case...this claim is bullshit.
Why SLI?! (Score:2)
(http://loewald.com/)
Surely if they can do this on two video cards, they can do it half as fast on one (framerates 5x faster are fine by me...).
10x Faster? (Score:2)
I'll believe it when I see it (which I won't).
A previously-announced physics processor unit? (Score:2, Insightful)
(http://mega.ist.utl.pt/~bpsg/ | Last Journal: Thursday October 27 2005, @09:19AM)
In fact, wasn't the PS3 supposed to have said chip from Ageia (or wtv)?
This would be cool, but i wonder how many would actually flock to it (if cheap enough (~40) then probably it would lead developers to assume its existence, and if not to default to using good old ix86).
Calculate physics? Impossible, I dare say! (Score:1)
Nvidia solves Chaos Theory!
waste of money (Score:1)
Re:Investing in? huh? (Score:2)
(http://www.hostunlim.com/Down8/)
-bZj