Summary: Earlier this week NVIDIA announced that they were partnering with Havok to bring physics acceleration to the GPU. But what about ATI? In this article, Brandon asks ATI if they plan to take on physics acceleration, and what they think of AGEIA's PhysX processor. ATI had some pretty interesting things to say about the topic, read their response inside!
Earlier this week NVIDIA made quite a splash with their announcement that they were partnering with Havok to bring physics acceleration to their latest GeForce 6/7 GPUs. According to the PR, through Havok’s GPU-accelerated “effects physics” SDK dubbed Havok FX, Havok plans to use Shader Model 3.0 GPUs to simulate “the interactions of thousands of colliding rigid bodies, a fundamental technique of physics computation seen in today's latest games. It's now possible to compute the components of friction, collisions, gravity, mass, and velocity, that form the basis of rigid body physics.” NVIDIA made it pretty clear that Havok FX won’t affect gameplay objects, rather objects in the environment that don’t affect gameplay. Say for instance, you toss a grenade into a room and it explodes. With Havok FX, the GPU will simulate the collisions of thousands of objects within the room once the grenade explodes (shards of glass, boxes, papers, etc). FiringSquad: In light of NVIDIA’s announcement with Havok today on using HavokFX with GeForce cards, we were wondering if you guys had a response to NVIDIA? Is ATI working with Havok on getting Havok FX working with ATI’s shader model 3.0 Radeon X1K line? Have you looked into running this with CrossFire? Will you be working with Havok on getting Radeon support integrated into Havok FX, or do you plan on going your own way? Will Willis: Regarding Havok, while we’re not making any announcements at the show, I can tell you that ATI will support all major physics engines. The beauty of ATI’s X1K architecture is that it gives game developers unmatched processing power for physics – it’s got everything you need to push parallel processing hard: powerful MIMD multithreaded engine, strong performance in dynamic branching, and low latency. All that gives developers the creative freedom to push the limits of realistic physics in their games. So we’re supporting the big players, and we’re delivering superior performance. As for specific cards and CrossFire, you can bet that we’re exploring all the options when it comes to physics on the GPU. Havok itself has said that they’re a cross-platform software provider and that they don’t want to lock developers into any one specific hardware choice. They also recognize the strength in using the GPU to handle game physics. So all that said, you can probably see where this is going, but right now ATI isn’t announcing anything specific. We will be talking about physics on the GPU behind closed doors at GDC, and if you’d like I can send that presentation to you later this week. It goes into more detail on the differences hardware can make in driving physics performance, and where ATI is aiming to take this market going forward. I’ll also make sure to get in touch as we get ready to make some announcements on this stuff down the road.
Will Willis: Physics on the GPU essentially uses the same graphics pipeline used for rendering 3D, but makes use of the pixel shaders as opposed to the vertex shaders. The 48 pixel shaders definitely contribute to the strong performance of ATI's GPU, but really it's ATI’s handling of dynamic flow control that's spurring the difference in the benchmarks. [image]
Dynamic flow control helps with branching -- the conditional statements like "if", "then" and "else" that detect whether something is bumping into something else, and then what should happen if it is (as an example). ATI’s architecture supports much smaller thread sizes, basically meaning we have to analyze a lot less data in order to figure out what’s bumping into what. This means that stuff like individual strands of hair moving differently than any other strand or pebbles bumping into each other and running off in all different paths can be calculated much more efficiently. Put into practice, it means that a game developer could calculate and then render a lot more detail on ATI hardware than competing hardware, delivering a much more dynamic and realistic gaming experience. [image]
FiringSquad: I guess another question we’d like to ask is what are your thoughts on AGEIA’s PhysX processor? I get the feeling that the GPU-based physics isn’t directly competing with PPU-based physics, in some ways they’re more of a complement to each other. NVIDIA made it pretty clear that their solution doesn’t involve gameplay objects. Could you elaborate on that? Will Willis: Hey Brandon, that’s actually a very interesting topic. Ageia has positioned their solution as one where physics affects gameplay elements rather than effects elements, but that’s actually the end game for everyone. In actuality, right now the only thing they’re doing is physics effects on the PPU, and everything they’re doing we can do on the GPU. Ageia’s PhysX physics processing unit is a very interesting approach to game physics. That said, ATI believes that we can provide an unrivalled, higher performing solution using our GPUs whereby developers can leverage gamers’ existing hardware rather than requiring additional components. [image]
Our solution is also more flexible, being equally capable of handling 3D graphics or processing physics so that it’s always in use. (Try asking Ageia if they can use their PPU to help render 3D graphics…). The last few slides of Raja’s presentation look at time slice and task slice modes – time slice is where you have one GPU and use the extra cycles in a frame to render physics for example, and task slice is where you have two GPUs (say two X1900XTX’s or maybe a X1900XTX and an X1600) where one GPU does 3D rendering and the other does physics. These are models that allow gamers to maximize the value of their hardware, and that’s a differentiating point for handling physics on the GPU. As for performance of the PPU vs. the GPU, the issue is one of efficiency and processing power. We think that even if Ageia’s PPU has 100% processing efficiency and ATI’s GPU has 80% efficiency, if the PPU only has 100 Gflops of processing power, and we have 375 in our GPU, we’ll still have a higher performing solution (those numbers are just examples, not proven stats, but I think you can understand how we’re looking at this).
As it stands now, the idea of GPU-based physics is an interesting one. It has the inherent advantage of not requiring any additional hardware to buy: that Shader Model 3.0 GPU in your PC now is all you need to get up and running. With millions of Shader Model 3.0 cards already out on the market, Havok FX has a huge installed base of potential users that any game developer would be foolish to ignore. At the same time though, the million dollar question that everyone wants to know is what kind of performance impact will GPU-based physics acceleration have on your game performance? According to NVIDIA, in order to realize the best performance, you’ll want to have a GeForce 7600 GT at a minimum, with GeForce 7900 GT/GTX delivering even better performance, and the most optimal solution being two GeForce 7900 GTX cards running in SLI. If this is indeed the case, you’re going from an audience of potentially millions of users, down to just tens of thousands. This is where ATI’s solution could be interesting, as they’re proposing that instead of running, say two Radeon X1900 XTXs in CrossFire mode to juggle the graphics rendering/physics load, you can instead combine a $500 Radeon X1900 XT for handling graphics, with say a $150 Radeon X1600 XT card for handling physics. On top of all this, enter AGEIA’s PhysX PPU. Will argues that while on paper AGEIA may look better, in actuality they aren’t doing anything that can’t be handled on the GPU today, simply because there are no games on the market that are truly taking advantage of all of the PhysX PPU’s capabilities outside of AGEIA’s Cell Factor game demo. I agree that if true, this is a pretty compelling argument in favor of GPU-based physics, but the truth is that we won’t know the answer to this until later this year once more physics-accelerated titles ship. As we all know, the benchmark is going to be Epic’s Unreal Tournament 2007. If AGEIA’s PhysX card can deliver better performance than GPU-based physics, AGEIA would have a pretty compelling argument in their favor. No one knows what kind of a performance hit accelerating physics effects is going to have on the GPU’s performance at 3D rendering; the hardcore crowd isn’t going to want their GPU handling anything other than 3D, and will want a dedicated processor for physics, while more casual gamers probably wouldn’t mind the performance hit if it isn’t too significant. I also wouldn’t be surprised if Epic were to provide a custom gameplay experience for AGEIA users. The bottom line is that it’s too soon to come to any definitive conclusions on either technology. There’s no denying the potential cost advantage of the GPU-based approach if the performance impact isn’t too significant. In this regard I really do think that AGEIA may be out of touch with the market. From the outside looking in, it really does seem to me that AGEIA’s based their entire approach around 3dfx’s original Voodoo Graphics accelerator. There’s nothing wrong with that, as the Voodoo Graphics was the pioneer of an entirely new industry. And while it’s true that Voodoo Graphics initially launched at $300, it was a niche product at that price point. Personally, I gladly paid $300 for my Diamond Monster 3D when it first came out, but Voodoo Graphics didn’t really take off until:
In my opinion, AGEIA needs all of this to happen for them in order for PhysX to really take off. They need more board partners so that prices can come down, and just as importantly, they need a killer app that will drive hardware sales. This killer app not only needs to deliver better performance, but more immersive gameplay as well. 3dfx managed to pull all this off with Voodoo Graphics, AGEIA will needs to pull it off also in order to be successful, especially now that larger players like ATI and NVIDIA are now essentially getting into the physics business. And with ATI and NVIDIA constantly delivering new GPUs, AGEIA’s going to have to remain on their toes for the foreseeable future. 3dfx didn’t run into this problem until much later down the road, and we all saw what ultimately happened to them once they faced it. | |||||||||||||||||||||||||||||
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