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The Scientists' Opinions on Gaming Physics
Tom's Hardware ^ | August 3, 2006 07:01 | Anders Magnusson

Posted on 08/08/2006 11:43:45 AM PDT by Sofa King

Physics has always been part of our games, as the term describes how objects relate to each other and their surroundings. But to render physics in a realistic way, a large number of extremely advanced calculations is required. This demands serious horsepower, which puts more and more strain on the CPU. And as the CPU already handles a lot of other tasks, the idea of a separate hardware unit to take care of physics - just as the GPU handles graphics - has been around for quite a while. Based on that thinking, Ageia created and released their PhysX card. Nvidia and ATI, though, have a different take on the problem, saying that physics can be done just as well, if not better, by adding another GPU to the equation rather than a separate physics processing unit (PPU).

So it seems that opinions differ concerning which technique handles physics best. That's why we here at THG had a talk with a couple of scientists, in an attempt to try to shed some new light on this subject. Is physics really that hard to do? Why? And which technology works best?

(Excerpt) Read more at tomshardware.com ...


TOPICS: Miscellaneous
KEYWORDS: vgping
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Personally, I think physics co-processors have a better future than separate physics cards. Separating graphics processing (and the interface in general) from the rest of the game works relatively well, but as physics become more integrated into the gameplay itself separating the physics processing and other calculations doesn't seem like it would work out in the same way. Closer communication would be required between the CPU and whatever is doing the physics processing that is needed in graphics, and the limited speed that buses offer right now could become a real bottleneck.
1 posted on 08/08/2006 11:43:47 AM PDT by Sofa King
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To: Sofa King; Quick1; indcons; somniferum; KoRn; Duke Nukum; expat_brit; Galactic Overlord-In-Chief; ..
Video game ping!

If you want on or off this list, Freepmail me

2 posted on 08/08/2006 11:47:42 AM PDT by Sofa King (A wise man uses compromise as an alternative to defeat. A fool uses it as an alternative to victory.)
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To: Sofa King
I think Half-Lfe 2 did a nice job of incorporating some physics graphics. I remember being kind of awed at watching that large electric magnet swing from the crane in one particular sequence.
3 posted on 08/08/2006 11:57:47 AM PDT by Obadiah
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To: Sofa King

Personally, I think an "AI Card" might have been the way to go. Seperate game AI from the rest of the calculations and that would have given developers the luxury of making far more intelligent and involving games.


4 posted on 08/08/2006 11:59:15 AM PDT by Dreagon
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To: Dreagon
An AI card might be a challenge too. AI programing needs to be flexible by nature, so trying to create a specialized card for it might wind up a self-defeating proposition.

The problem with both AI and Physics, of course, is that game development is becoming costly enough as it is. The industry probably needs to start developing more advanced tools so that they can get the current rising costs under control before anything else.
5 posted on 08/08/2006 12:04:55 PM PDT by Sofa King (A wise man uses compromise as an alternative to defeat. A fool uses it as an alternative to victory.)
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To: Sofa King
Personally, I think physics co-processors have a better future than separate physics cards. Separating graphics processing (and the interface in general) from the rest of the game works relatively well, but as physics become more integrated into the gameplay itself separating the physics processing and other calculations doesn't seem like it would work out in the same way. Closer communication would be required between the CPU and whatever is doing the physics processing that is needed in graphics, and the limited speed that buses offer right now could become a real bottleneck.

I agree. A physics coprocessor mounted on either the CPU or the GPU will stress the motherboard bus less and provide the same result. Since enhancing the performance of either component is inherent to gaming, it only makes sense to incorporate such a device in hardware already geared towards gaming.

And honestly, there may be applications besides gaming a physics coprocessor could be used for. This argues for intergrating it with the CPU in much the same way FPUs were integrated with CPUs back during the 486 days.
6 posted on 08/08/2006 12:05:11 PM PDT by JamesP81 ("Never let your schooling interfere with your education" --Mark Twain)
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To: Sofa King

OTOH, you do realize that if you have a physics processor in a machine, that some basic rules of that physics processor will apply to all games. Unfortunately, this may mean that all games will have a certain basic feel to them. Then again, maybe not. It's hard to say since we don't yet know exactly what tasks the physics processor will take over from the CPU.


7 posted on 08/08/2006 12:07:43 PM PDT by JamesP81 ("Never let your schooling interfere with your education" --Mark Twain)
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To: JamesP81
"I agree. A physics coprocessor mounted on either the CPU or the GPU will stress the motherboard bus less and provide the same result"

That's the thing though- tying it to the GPU makes sense as long as you're only using it for prettier graphics, but what if (let's talk about 5-10 years down the road) you want to create a game where complex physics are fundamental to the gameplay itself? A CPU co-processor strikes me as the best way to go.
8 posted on 08/08/2006 12:08:35 PM PDT by Sofa King (A wise man uses compromise as an alternative to defeat. A fool uses it as an alternative to victory.)
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To: Sofa King

IMO, as I said on [H], this is a silly article.

The only thing it demonstrates is why engineers build things and not scientists (speaking in the pure sense of each profession). Further the author and his sources seem to have a knowledge of gaming that advances no further than the shooter (FPS) genre.

These scientists seem to think no card will allow truly accurate real-time physics, and they're right; but neither does any CPU, past or present.

Nonetheless, ever since Sublogic Flight Simulator for Apple ][, people have been building and enjoying game simulations of real physics.

What changes is that as we've gone from a 1Mhz 6502 to 2+Ghz machines, the level of accuracy that we're able to enjoy increases and the number of shortcuts or kludges decreases.

SubLogic FS 1.0 featured no rendered plane, a 6x6 mile wireframe 'world,' ridiculously simple physics, and, well, the framerate was maybe 5-10 fps.

In 1990 we had a colored world, sprite-driven cockpits, approximate but still table-driven physics, and multiplayer dogfighting in Kensai's Air Warrior.

Now we have lush 3d worlds and cockpits, 6 degree-of-freedom physics emulating the control surfaces and effects of engine and radiator controls, accurate ballistics and online campaigns in Ubisoft's IL-2 (and it's still not perfect).

A dedicated physics processor is not a cure-all, and I'm not certain it's the best approach (for reasons having to do with flexibility as well as timely communication between CPU, GPU, and physics processors). However, the argument that because a physics chip is not perfect, it's useless, is a red herring at best.

Gaming has always been about doing as much as you can within the constraints of a playable timing cycle, which is why it's an engineer's playground and a scientist's nightmare.


9 posted on 08/08/2006 12:12:49 PM PDT by No.6 (www.fourthfightergroup.com)
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To: JamesP81
"OTOH, you do realize that if you have a physics processor in a machine, that some basic rules of that physics processor will apply to all games."

Think of it this way: Look at the wide range of graphics possibilities that exist today. What makes them possible is that graphics cards allow you to do so many things that the CPU couldn't handle alone. By offering increased physics processing power, the overall number of options that a developer has in regards to the game's basic feel could increase dramatically.
10 posted on 08/08/2006 12:13:24 PM PDT by Sofa King (A wise man uses compromise as an alternative to defeat. A fool uses it as an alternative to victory.)
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To: Sofa King

The scientist interviewed in the article is exactly right. These physics cards are essentially worthless. The problem that he mentioned is that the physics algorithms are built into the hardware and that they cannot be changed. I have to agree with him and say that this makes the card almost worthless.

Sure, these cards may take some load off of the CPU and they may help developers get around the issue of having to cope with the usage of difficult formulae and writing their own algorithms, but for those of us who work in the fields of physics and numerical analysis, the nature of the card is just unacceptable.

Maybe these cards would be fine for simple Newtonian physics used in games ... who knows. But games are not physics simulations. In a game, things just need to appear correct, but they don't necessarily have to be correct. In a physics simulation, things must be correct, or else your results will be wrong.

Don't count on me buying one of these cards anytime soon. I'd rather use my own physics code and numerical methods like Runge-Kutta (of any order that I want) to do calculations than have some preprogrammed unextendible junk code locked into a $300 physics card.


11 posted on 08/08/2006 12:20:04 PM PDT by mazack
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To: Sofa King

Digital is for people that can't handle reality. ;-)


12 posted on 08/08/2006 12:20:15 PM PDT by glorgau
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To: No.6

Off-topic, here's joke I heard that I thought was amusing:

A physicist, an engineer, and mathematician were all staying in a hotel.

The physicist walks into his room, and sees that there is a fire on his bed. He walks up to the fire, takes some measurements, and does some calculations. He then walks into the bathroom, fills up the garbage can with the exact amount of water the he calculated would be needed, and pours it on the fire, with the last drop of water just extinguishing the fire.

The engineer walks into his room, and sees a fire on his bed too. The walks into the bathroom, fills the garbage can with water, says “this looks about right”, and dumps it on the bed, extinguishing the fire.

The mathematician walks into his room, and sees the same thing. He thinks to himself for a moment. The walks into the bathroom, turns on the sink, and pulls out a match. He strikes the match and puts it under the sing, and sees it extinguished. “Ah,” he says, “a solution exists.”


13 posted on 08/08/2006 12:20:58 PM PDT by Sofa King (A wise man uses compromise as an alternative to defeat. A fool uses it as an alternative to victory.)
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To: Bacon Man

Video tech geek overload ping!


14 posted on 08/08/2006 12:22:03 PM PDT by Xenalyte (who is having the best day ever!)
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To: glorgau

I can handle reality. It just doesn't have enough zombies for my tastes.


15 posted on 08/08/2006 12:23:03 PM PDT by Sofa King (A wise man uses compromise as an alternative to defeat. A fool uses it as an alternative to victory.)
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To: Sofa King

The physics processing in the Half-Life 2 engine is awesome.


16 posted on 08/08/2006 12:23:23 PM PDT by beeler ("Extremism in the defense of liberty is no vice...moderation in the pursuit of justice is no virtue")
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To: mazack

"Maybe these cards would be fine for simple Newtonian physics used in games ... who knows. But games are not physics simulations. In a game, things just need to appear correct, but they don't necessarily have to be correct."

Well, that's what they're being primarily developed for. Nobody would have dreamed of trying to use one of the early graphics cards for the type of CGI used in movies. A CPU will always be able to do things more exactly and with more flexibility as long as time isn't critical.


17 posted on 08/08/2006 12:29:14 PM PDT by Sofa King (A wise man uses compromise as an alternative to defeat. A fool uses it as an alternative to victory.)
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To: Sofa King

Imagine what a physics coprocessor could do for Solitaire?!?!? Man, I soil myself just thinking of it... :-) Actually, BF2 would run much smoother I think...


18 posted on 08/08/2006 12:32:10 PM PDT by Andonius_99 (They [liberals] aren't humans, but rather a species of hairless retarded ape.)
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To: mazack

"Maybe these cards would be fine for simple Newtonian physics used in games ... who knows. But games are not physics simulations."

Apparently you don't indulge in simulation gaming. I've been involved in long, heated, angry conversations about, for instance, the proper coefficient of drag of German 20mm cannon rounds (of various types) and whether the resultant kinetic energy was inflicting the proper results (and/or causing the cannon shell to fuse properly) at various ranges and/or angles of impact to target aircraft.

As I said above, the authors of the Tom's article (and you as well) appear conversant mainly with what I would generally term "light" gaming.

Personally I don't know what these cards can and cannot do exactly, but I do know that with DX10 on the horizon processing is becoming more and more CPU-aspecific. Between the CPU (or CPUs for dual core users), the GPU, and possibly this sort of physics chip, we're not so much running *a* computer any longer but really a localized computing cluster.


19 posted on 08/08/2006 1:33:09 PM PDT by No.6 (www.fourthfightergroup.com)
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To: Sofa King

A B.C. comic from years ago:

Picture one poor schmuck with his head in the guillotine, up on a platform in the public square.

King: "Executioner, cut the rope!"

Executioner swings axe down on rope, cutting it.

Nothing happens. There's an awkward silence.

Priest: "It's a miracle!"

King: "In that case, free the prisoner."

Poor schmuck twists his head around and looks upward. "Uh, it's just a rock caught in the release mechanism."

Jester: "Once an engineer, always an engineer."


20 posted on 08/08/2006 4:27:36 PM PDT by Erasmus (<This page left intentionally vague>)
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