World's First Physics Processing Unit 494
Duane writes "Gamers Depot has an exclusive interview with the team behind Ageia - the maker of the world's first Physics Processing Unit (PPU) - which was just announced today.
"Sure we've all heard about the CPU and GPU - that's old hat by now and as most hardware reviewers will tell you, it's about time we got something that's truly revolutionary. Yeah, Pixel shaders are cool, and can do a lot of really nice things; however, pale in comparison in scope to what the PhysX chip from Ageia has the potential to bring to gaming.""
Physics... in games? (Score:5, Funny)
Re:Physics... in games? (Score:4, Funny)
GUT (Score:5, Funny)
PPU Emulates Grand Unified Theory. Physicists surrender.
Re:GUT (Score:5, Funny)
Never. We will never surrender. We will fight them at the CERN labs, we will fight them at the Black Mesa, we will fight them at the Gallium Neutrino Observatory, we will fight them and we will win !
It's not over until the Higgs boson sings !
Re:GUT (Score:5, Insightful)
In won't be news until... (Score:4, Funny)
Re:In won't be news until... (Score:3, Insightful)
what do you mean "port"? This is hardware...not software.
Re:In won't be news until... (Score:2)
You "port" linux onto the PPU... Linux = software.
-Jesse
Re:In won't be news until... (Score:5, Funny)
Virutal reality sex, now a possibility. (Score:5, Funny)
Gives a whole new meaning to... (Score:5, Funny)
Re:Gives a whole new meaning to... (Score:4, Funny)
Here!
Wait? Is this not roll call? Uh...
Putting everything on seperate units (Score:4, Interesting)
Re:Putting everything on seperate units (Score:5, Interesting)
What this is suggesting is rather that games are for the most part not general purpose tasks, and that as a result general purpose cpus can be grossly outperformed by special purpose cpus. Once you reach that notion, then you just have to decide what the set of special purpose cpus you need are. It's a repeating process where parallelizable areas of the codebase are identified, and special purpose cpus are crafted to handle them, so that the performance limiting area of code keeps moving to some task for which the special purpose chip hasn't yet been built.
For quite some time the graphics capabilities of the GPUs has been the limiting factor in effectively conveying the game designer's intended experience. We're now reaching the point where the GPUs are so effective that what now looks 'wrong' has more to do with physics simulation than with graphic rendering. (Though I'll still say that there are 3 or 4 generations of graphics improvements yet to come that will still have a significant effect, it's just that now it has reached the point where it is no longer clear that more GPU improvements will have the _largest_ effect on perceived quality.)
Re:Putting everything on seperate units (Score:3, Interesting)
I don't get what is so different between a GPU and this PPU thing. A GPU is mainly multiplying vectors and matrices and dot products and division, physics simulation is not very different, although the result is handled differently. As far as current consoles, the PS2 VUs are able to handle a lot of physics related tasks, and with the CELL in PS3 I'm hoping for even more capable physics handling. I'd like to see mo
411: GPU T&L 4 PPU PDQ (Score:3, Informative)
Quite differently. You are suggesting that one draws the matrix results and the other just stores the matrix results, but there is a more important factor than that. All the data that is pushed onto the grpahics card is essentially on a one-way trip. After going through the T
Alternative to realistic, lifelike gaming (Score:5, Funny)
Re:Alternative to realistic, lifelike gaming (Score:5, Funny)
But with this new physics processing unit, I don't have to!
Re:Alternative to realistic, lifelike gaming (Score:2)
Maybe eventually games will become so realistic it will become different to tell the difference between them and RL! Then again... maybe that's already happened and I'm in one right now!
Re:Alternative to realistic, lifelike gaming (Score:5, Funny)
Maybe eventually games will become so realistic it will become different to tell the difference between them and RL! Then again... maybe that's already happened and I'm in one right now!
Re:Alternative to realistic, lifelike gaming (Score:2)
Re:Alternative to realistic, lifelike gaming (Score:5, Funny)
Re:Alternative to realistic, lifelike gaming (Score:3, Funny)
Re:Alternative to realistic, lifelike gaming (Score:5, Funny)
WTF? Who does God think he is? Here I am, spending my entire life testing his creation, and (according to Mark 13) he can't even give me a firm release date for the 1.0?!
Now I see where Microsoft get it from...
Re:Alternative to realistic, lifelike gaming (Score:3, Funny)
More Proof... (Score:5, Funny)
Next up String Theory Processor (Score:4, Funny)
Re:More Proof... (Score:5, Insightful)
Anyway, what I'm getting at is that a holodeck-like experience does seem to be what both gamers and developers have set up in their minds as the "holy grail" of video games. I think in the near future, we're going to see real innovation in physics engines to use ray-tracing-like lighting affects and real particle collisions instead of the pre-programmed tricks used today. I think for the transition we're in for, it probably would be appropriate to compare the transition to the sort of change we saw between the fake 3D of Duke Nukem 3D to the [more] real 3D of Quake.
However, what remains to be seen is whether those games will be more fun.
Re:More Proof... (Score:3, Insightful)
Try playing console games and you'll see things shifted much more the other way. It just comes down to First Person Shooter games play much better with a keyboard and mouse than with a controller, whereas a classic Nintendo style game needs a fairly well defined controller to play well,
Re:More Proof... (Score:5, Funny)
No, but it does mean that its release will be flawlessly simulated.
Chris Mattern
There's a white paper on their web site... (Score:5, Insightful)
Didn't white papers use to be heavy on technical content? Now it seems that "white paper" just means "nicely formatted eight page PDF advertisement"....
Re:There's a white paper on their web site... (Score:2, Flamebait)
In the eighties, maybe. I haven't seen a proper white paper since the www took off and being a content-free idiot was trendy.
Re:There's a white paper on their web site... (Score:3, Interesting)
They have very good info, and little-to-no marketting BS.
Re:There's a white paper on their web site... (Score:2)
Maybe they should be called brown papers.
I never liked that phrase "white paper" anyway. It's a paper for crying out loud. Paper is almost always white and in any other context the color is not noted unless it's something other than white.
To pull back a little bit though, nobody wants to reveal too much about their tech because patent applications may be pending and such. I think that's why these papers have become more marketing and less facts.
Before you get all excited (Score:5, Insightful)
Re:Before you get all excited (Score:4, Funny)
Re:Before you get all excited (Score:4, Informative)
TS: We've been collaborating with Ageia since their inception and Unreal Engine 3 thoroughly exploits the Novodex physics API; when the first Unreal Engine 3 based games begin shipping in early 2006, they will really up gamers' expectations. The combination of next-generation graphics, next-generation physics, and content-rich games goes way beyond current games, both qualitatively and quantitatively.
mmhmm. I guess epic 3 the v4p0rw4r3
Re:Before you get all excited (Score:2)
Re:Before you get all excited (Score:2)
Wow! (Score:4, Funny)
Interesting idea (Score:5, Interesting)
The biggest problem they're going to have to deal with, and granted, I'm not a game developer so someone can feel free to fill in the details, is that I would believe that most developers have their own method for dealing with physics - from simple collision to ragdoll and the like. The idea is "How do I tell the computer these things are touching each other' (like bullets - these are "instant shot", so the developer just says "if there's a straight line between the direction the Player A is facing, and if that line would intersect Player B, then it's a hit. If not, then miss." And algorithms like that are done by matrixes, if I'm not mistaken. Other "hits" deal with actual objects (rockets moving, goops from the goop gun, etc).
But the difference between Quake III and Unreal Tournament is more than just 'draw the graphics", it's also in how each engine deals with how those collisions are managed.
So with a PPU, you have to decide on a common library of collisions. Good news: more objects you can play with and let the PPU decide what's getting hit. Bad news: everybody's game will react basically the same and they'll have to decide if that's a good idea.
Either way, I'll wait a year or so and see what happens. Best of luck to the developers - looks like they're at least shooting for something unique.
Re:Interesting idea (Score:5, Funny)
Re:Interesting idea (Score:2, Informative)
It looks like we're heading there already. Havok [havok.com] has already developed a mature software physics engine which is used in many popular games. I think in this case, developers are willing to give up a little control on physics to have better looking ef
Re:Interesting idea (Score:5, Insightful)
You could have said the exact same thing about graphics with the advent of hardware 3D accelerators, yet games certainly haven't all ended up looking the same. If anything they're able to look *more* varied now thanks to the extra power allowing neat tricks like cell shading and real time effects.
In the same way GPUs (initially, at least) sped up all the graphics things that all 3D games have in common (triangles, texturing, lighting, etc), this will presumably speed up all the physics things all games have in common (collisions, velocities, etc)
That doesn't necessarily mean they all have to act the same. As a programmer you still get to determine exactly what happens when something collides, or how it behaves when it's crushed. It's just that you have access to much more power, and in the same way that gets us neat tricks on GPUs I think we'd see the same with these PPUs.
The important thing is that this takes care of all the low level stuff, giving the developers more time and power to spend on the higher level areas where they can really be creative.
Incidentally, am I the only one here saying "about time" with this? I had this idea the moment I saw the first Voodoo card. I'd have done something with it, but I figured it was so damn obvious everyone else would've thought of it too. That, and I'm just plain lazy
Re:Interesting idea (Score:2)
Incidentally, am I the only one here saying "about time" with this? I had this idea the moment I saw the first Voodoo card. I'd have done something with it, but I figured it was so damn obvious everyone else would've thought of it too. That, and I'm just plain lazy :)
Yea I can relate to that very well. When I started playing Quake II and Unreal the other thing I wanted was a small keyboard, and a mouse/keyboard just for playing those FPS games faster. Now they have them.Re:Interesting idea (Score:4, Informative)
Basic collision detection methods are bounding planes, spheres, capsules, and axis-aligned boxes, along with Binary Space Partitions, Quadtrees and Octrees combined with particle systems. It would be fairly straight forward design an instruction set to perform these operations between the simple primitives (spheres, planes). But BSP Trees, Quadtrees and Octrees would require a high level data format.
If all the collision testing could be done within a single thread within the time limit of a single frame, it would be no different from the player-missile and sprite graphics implemented on early home PC's (Atari computers could do hardware base per-pixel collision detection). Although, it would probably seem easier to have additional vector processors like Sony's Cell processor.
Re:Interesting idea (Score:2)
BTM
Re:Interesting idea (Score:3)
I also have to say I'm a bit miffed because I've had a similar idea floating around in my brain for a while. I really need to star
Re:Interesting idea (Score:5, Informative)
http://ode.org/ [ode.org]
But your point about a standard like OpenGL not existing is true. We'll probably have a rehash of the early graphics library incompatabilities again.
You think people would learn. Open standards help a new technology to expand and to become accepted. It helps *everybody* in the industry.
Re:Interesting idea (Score:3, Interesting)
INTERSECTIONS (sometimes known as collisions)
If all solid objects are rendered as sets of triangles, it is conceptually simple to have the physics engine report back which triangles are intersecting each other. Ideally the engine is sophisticated enough to report when a triangle from set A intersects with a triangle from set B (where A and B might be the set of triangles that make up a player and the set of triangles that make up a rocket, respectively).
Determin
Re:Interesting idea (Score:3, Informative)
Re:Interesting idea (Score:2, Interesting)
Re:Interesting idea (Score:2)
Re:Interesting idea (Score:2)
the reason engines deal differently with physics right now is a matter of optimisation. different developpers have different ideas on how to optimize (or sometimes they don't...) with different resulting speeds.
Where does this fit? (Score:4, Insightful)
So where does this thing fit in? As expected, the "article" was nothing more than a thinly veiled marketing blurb, so no info there. Personally, I find it hard to believe that the PPU is competetive with FPU's and GPGPU for general purpose FP calculations. That leaves a chip optimized for certain operations, a bit like MDGRAPE. Or what am I missing?
Re:Where does this fit? (Score:4, Interesting)
Re:Interesting idea (Score:5, Informative)
This matters at the physics level. If you are going to fully implement the ballistics you are going to have implement the motion of the bullet, the atmospheric drag on the bullet, the gyroscopic stabilization, the effect of gravity on the bullet ("bullet drop") not to mention the effects of the individual specifications of the bullet itself, and perhaps some entirely random factors (the world isn't perfect).
And if you are implementing a game where players can fire an assault rifle full-automatic (600-700 rounds a minute or more, depending on too many factors to list - which might need to be implemented and calcuated by the computer, of course...) you can see that the CPU is going to start needing some help to work it out.
And that's just the bullets.
The gun example is just an example of the sort of jobs a co-processor might be required to do in an FPS environment. To cut a long story short, if you are going to be simulating life, even a small approximation of life, accurately, you are going to need to be calculating an awful lot of physics.
More than one use here... (Score:5, Funny)
This will be useful for all those pr0n sites out there!
Re:More than one use here... (Score:4, Funny)
First physics engine.... (Score:3, Insightful)
What about homework? (Score:5, Funny)
Re:What about homework? (Score:2)
Software in Hardware (Score:2)
We have some very sophisticated software for newtonian physics modelling. We already have very fast general purpose hardware. Is this add on any more than just neon lighting for gamers?
Yet another reason. (Score:2)
Major drawback (Score:5, Funny)
Here's why it matters (Score:5, Interesting)
Re:Here's why it matters (Score:2, Interesting)
If you look at most games they have static worlds, so why don't they have move moving parts like doors, windows, fans, windmills, fixed physics holes blown in walls even if there's no physics attached to them?
Because move able objects kill all you attempts to optimise the 3D objects, BSP doesn't work for deformables, QTrees can be done, but it's quite intensive and you have to use non-uniform QTrees which are a lot slower.
So for a PPU to
Re:Here's why it matters (Score:5, Interesting)
Very interesting technology, comes with its own SDK and should be able to handle many times the amount of physics based objects in a game than the CPU can handle now.
Who wants reality? (Score:2)
Now seriously, why would I want to play a game where I need to sit down and rest after running 3 flights of stairs?
I Wonder... (Score:3, Insightful)
I also wonder how it compares to the Cell processor's dedicated units.
For a console, sounds like someone could really steal a march on the rest of them...
I like the idea (Score:2)
Whereas Havok (http://www.havok.com/) seems to be doing a great job , software wise, I don't find it too strange to let those calculations be done on a seperate unit ; and take the strains/limits off that we have with current hardware.
Re-release the Classics (Score:2, Funny)
how bout in bots rather than games (Score:3, Interesting)
Shouldnt mechs use this to create highly mobile bipedal motion with a good ability to balance in chaotic environments (fast paced combat)
???
Nice pictures, nice blurb (Score:5, Interesting)
Pictures of boards are all well and good, and the martketing hype is fun, but we need to know.
Excellent, fascinating, BUT.... (Score:5, Interesting)
The Open Dynamics Engine is free, & open source. It's not the best physics engine, by any margin. However, being open source I can afford it... and most importantly I can use it on my Mac ( hell, I actually provided some patches to get it to correctly use single-precision trig when OS X.3 came out ). Plus, I want to release my game and robot simulator under an open source license... can't expect people to *buy* novodex or havok just to build the apps.
This PPU looks like a *wonderful* thing, but reading their site, and the interview, it sounds like to use it you've got to use Novodex. That said, Novodex is awesome -- and many games use Novodex already for physics.
(Perhaps I missed something, maybe Novodex is just an API wrapper. Maybe they'll have a low-level API which you can bind to as you want. )
But the thing is, I'd like to be able to buy one of these boards and *not* have to shell out for a developer license for an API which isn't even available on Mac ( maybe it is ). Also, both my simulator and game are intended to be released under an open source license at some point. So, no novodex for me. So, no PPU for me.
Perhaps we're just a little short on data at the moment.
Re:Excellent, fascinating, BUT.... (Score:2)
So, my question is, can we poor OSS types program against the PPU? Or do we have to drop 10k for a Novodex license?
This would *suck* for the indy game industry.
Interesting thoughts... (Score:2, Funny)
lamphrey (Score:3, Insightful)
A PPU?! (Score:2)
Good, using youre noodle (Score:2)
Does a bug in the PPU mean that in fact a Eorpean swallow COULD carry a cocunut from point A to point B , when everyone knows it would require an African swallow ?
In jest though would a bug in the PPU create a situation that could not be escaped in programming a game/simulation based on its "Laws" ?
And we will be getting this how? (Score:2, Interesting)
CPU comparison (Score:2)
Virtual Reality (Score:2)
Tom and Jerry? (Score:2)
So how does this relate to this new chip? Simple: This new chip will do great physics processing, but with low-end graphics. I could see nVidia or someone else buy them out and stick the PhysiX chip into one of their card along with (or inside of) their current vector anti-alice-the-maid powerhouses. This would create a dual architectur
Snake Oil? (Score:2)
I grabbed the whitepaper, and was disappointed to see nothing about the "PPU's" design. Here's the thing: managing a physics model basically involves a lot of floating point math, which CPU's do fairly well already. It can be parallelized a fair bit, if you know what you're doing, so you could build a processor which can execute more floati
Star Trek Physics processor (Score:2)
Wrong track? GPU+PPU instead? (Score:2)
Now I don't know how a physics processor works but I'm assuming it's something like the following. You fire bullet (x) and player's head (y). The game feeds the PPU all the physical properties of the objects in question and the PPU figures how the bullet interacts with the player's head (snaps back, tugs the body
How do they avoid bus reads? (Score:4, Insightful)
Reading the results of the "PPU" is going to be the stumbling block. Graphics accelerators work because you compose the geometry then send it off to the other processor, and from then on you don't worry about the data. You don't have to worry about reading anything back.
I assume having a seperate "physics processor" will mean the app has to send the data off to be processed (say, a couple thousand points to collision-detect against a couple thousand planes), but then your app needs to read the results back across the bus! Is the time saved off-loading these computations going to be worth all this IO?
PCI-E bandwidth (Score:3, Interesting)
BTW, never in my life did I ever think I'd say the phrase, "PPU on the GPU"!
View from a physics engine expert (Score:3, Interesting)
There's no one key item that bottlenecks a rigid-body physics engine, and it's not a simple pipelining problem like graphics, so the main thing special-purpose hardware can provide there is parallelism. And plenty of double-precision floating point power. (In a single-precision system, you have to take great care to never try to do physics far from the origin.)
Collision detection is a minor CPU load if you do it right. If collision detection is using more than 10% of your physics time, you're doing it wrong. This may seem counterintutive, but the good algorithms are incredibly fast, even in complex environments. It's more of a data structure issue.
Deformation, i.e. finite element analysis, is more of an inner loop crunch problem than rigid body physics. Finite element analysis has been parallelized for decades in engineering applications, and the problem is well understood. It's localized; you can divide the problem up into cells. So I'll bet that's what they are focusing on.
Re:Oh great (Score:5, Insightful)
Yeah, just look how a 3.7GHz P4 with an intergrated graphics chipset outperforms a 2.4GHz P4 with a high end $500 graphics card.
Oh wait... it doesn't.
Re:Oh great (Score:5, Informative)
For the same reason people purchase graphics cards with slower clock speeds and less RAM to compliment their blazing fast processors. As the article explains, the CPU is a general purpose chip. A PPU will be fully dedicated to physics, and therefore likely far more efficient. By your logic, all processes in the machine should be handled by a single chip, which while elegant, is probably not the most efficient solution. I predict we will see more specific-purpose chips being developed, not fewer.
Re:Oh great (Score:2)
Re:Oh great (Score:2)
My personal assessment is that it's really just a CPU with some of the instructions thrown out and some programming built in.
I'm betting that it's aimed at being included in a gaming console, or just on a cartrage, like certain 3D SNES games. It seems, to me, like if you were going to do something for the PC, you might as well just stick an extra CPU in... although I am finding the notion of a second, slightly slower CPU on a PCIe card vaugely appealing (could put Linux on it and make a beowulf
For the same reason we have GPUs, of course (Score:5, Informative)
Your video card's GPU runs at a slower clock rate than the CPU, but because its pipelines are completely optimized for T&L and triangle filling, it can do those tasks faster than your CPU ever could. Likewise, a physics processor is optimized for simulating the dynamics of a mechanical system.
Re:Why? (Score:2)
It's now all about the frame-rates. Remember the old days when it was about the game play?
CPU, GPU, APU, PPU, and now I need a HPU?? (Score:2, Funny)
Re:First Impression, This is stupid. (Score:5, Interesting)
Games also do not use Real Graphics (whatever that would be. Raytracing, presumably) - instead they fake it. And yet they still benefit a hell of a lot from GPU cards.
This card does not force physics to be realistic - there's nothing stopping a developer making cars that go at 600 MPH, or having characters leap a tall building in a single bound. It just enables things like that to be done much easier, and more convincingly.
2) Processors are currently faster then what programs can use(If programmed correctly). It is going to take a few years before games keep up with Processors.
Only because of your GPU. Go on, take that baby out of there and fire up Doom 3. Whoops! Where'd your framerate go?
The reason most games fly on current hardware is because they offload most of the work to the GPU. The major tasks outside of graphics are physics and AI - and the physics are getting increasingly more complex as games become more realistic.
Those lovely flying ragdoll bodies have to be calculated somewhere, y'know.
3) Why not just have two general purpose processors. Multithreading is getting pretty common. What would the added advantage between having a seperate processor just for Physics,then having two general usage processors?
Again, the same could be said about a GPU. This does bring up an interesting point, however. If this takes off it won't be long before you have a GPU, soundcard (with hardware 3D audio), PPU, probably some kind of AI hardware card...
how long before someone goes "Hey! I know! Why don't we combine all these things into a generic processor.. I know.. we could call it a.. uh.. CPU!"
Re:The First What? (Score:2)
With this chip, the background CAN be part of the equation automatically. You can bring the whole level down, collapse bridges that doesn't need to be designed to be collapse-able. Seems too good to be true.
Re:If the physics are real ... (Score:2)