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GPU physics Havok FX dropped from first game

Did Cellfactor ever get released? And was it any good with the PPU. I believe that was the PPUs first "kick-ass" title, or was meant to be.

EDIT: Just saw some reviews, all say it runs really bad even with a duwl-core and a PPU, oh well
 
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PhysX will not die yet its doing way to well. The PPU might do on the other hand. Then again if they keep feeding PhysX profits into the PPU it will keep going.

Ageia messed up with UT3 its no where near as good as it could have been.

pottsey, is this not a trend, they always do "less than they could", i've mentioned it time and time again, its simply time. physics truly and really affecting levels is simply a time factor, you can have a whole level fall apart with very accurate, or estimated values, or simulated values and it would still take a heck of a long time to design and make. the engine, not the physics engine, the design tools the coders give to the designers is what lets them make walls destructable or not. then the head of the design team tells the rest of them how long they have to make their level and realistically and that is what dicates what they can get done.

ppu will die because its completely and utterly pointless, time and time again games that are supposed to use it slip to games that MIGHT have a SINGLE level that isn't part of the actual game that uses the ppu. because they simply don't have time to make more, they can put time into a overly destructable level that doesn't use a ppu, but they aren't being paid to do so.

even ageia's own freaking "game" became little more than a tech demo.


as for havok fx being dropped from hellgate, have you seen hellgate, its a game thats fallen flat on its ass. the demo is horrific for a game in this day and age, graphically AND gameplay. they can't seemingly get anything working right, the beta is supposed to be in a fairly shocking state. its seemingly gotten everything wrong, so is it a big deal they dropped support for havox fx, no.
 
Did Cellfactor ever get released? And was it any good with the PPU. I believe that was the PPUs first "kick-ass" title, or was meant to be.

EDIT: Just saw some reviews, all say it runs really bad even with a duwl-core and a PPU, oh well

thats what i was refering to in my post, ageia's own game basically, cellfactor went from PPU's flagship game to, opps, we can't actually do much with a ppu, have this couple level tech demo. but every single ppu game has gone the same way.
 
So if the PPU is that good, why does Cellfactor drop to single figures? Sommits clearly wrong if even Ageia cant get a half desent framerate from the PPU
 
I don't understand why people **** off a £90 PPU card, but would prefer a GPU alternative... Surely this would be more expensive... For one, i'm assuming you'd need an SLi/Crossfire motherboard, which means if you have an 8800GTX say, you'd need another one (why get a slower gfx card, as then you've killed your SLi route, the main reason for an SLi/Crossfire board)... :confused:

Can't see the point in a PPU card atm, but neither can i see the point of a GPU alternative...

Its got to be multicore CPU for the win... :D
 
yup, gpu alternative isn't needed. most people are refering to the fact that you are better off spending £90 on a better gpu than you have already as you'll get more out of it than from a ppu.

but so far, basically read anandtech's review, they give a decent idea of 1st level physics and 2/3rd level physics, ie 1st level would be for instance breakable wooden boards in say halflife, the kind you have to break to get through a doorway, 1st level gameplay physics that improve the realistic nature of the game, and 2/3rd level would be things like water being more realistic, or clothes looking better, they are graphicall effects as opposed to things that effect gameplay on any level. so far physx hasn't used the ppu for any 1st level stuff, and it can't. 1st level stuff is as i said in my posts before, its just game design, what the developers can afford to do in terms of time, to improve realism in games. physx is, and will only ever be used for a few graphical effects, like extra particles in graw games in explosions, which so far has only really led to a higher load on gpu's as the gpu's have more particles to draw.
 
Havok is used on over 150 games and is used/will be used in the following major games to name but a few...

Alan Wake
Bioshock (UE3)
Blacksite : Area 51
Assasin's Creed
Star Wars: The Force Unleased
Guitar Hero 3
Starcraft II
Stranglehold (UE3)
Oblivion
Company of Heroes
Halo 2/3
Lost Planet: Extreme Condition
World in Conflict
All Source games
Test Drive Unlimited
FEAR
MotorStorm
LOTR Online: Shadows of Angmar
3ds Max (just thought I'd add that)

PhysX is used on around 40 titles, the latest and greatest of which include the following...

Vanguard: Saga of Heroes
Unreal Tournament 3
Gears of War
R6: Vegas
Bet on Soldier
Gothic 3
City of Villains
Infernal
Mass Effect


Looking at them games, only the UE3 is keeping Ageia going. Even some UE3 games use Havok! Now Intel has taken over Havok I really can't see the PPU going much further and I think Ageia themselves will start to struggle as well.
 
a) There will be no conflicting standards (GPU acceleration would almost certainly require games developers to write two different physics implementations for ATI and nvidia cards)

I'd have though GPU physics acceleration would become part of DirectX to aleviate this problem. Afterall isn't that the whole point of of DX?
 
There are certain physics effects that CPU’s are too weak to do fast. GPU are a better choice but they are limited to affect physics only, not game play.

I'm starting to get a bit dubious about this statement. Surely the implimentation of the physics in the gameplay is down to how the game devs actually utilise the API and hardware. I don't see how GPU physics are automatically relegated to 'effects only physics' and Ageia is automatically relegated to gameplay physics by default.
 
I'm starting to get a bit dubious about this statement. Surely the implimentation of the physics in the gameplay is down to how the game devs actually utilise the API and hardware. I don't see how GPU physics are automatically relegated to 'effects only physics' and Ageia is automatically relegated to gameplay physics by default.

I think the main problem is how data is written back from the GPU to main memory so that the rest of the program knows the position of objects in order to interact with them. For example the AI routines. I believe this problem has been resolved slightly with DX10.

I think this is a limitation of Havok FX which I believe is the only current GPU physics API available.

EDIT - Having just checked Havoks website to confirm I now cannot see any mention of Havok FX. Do they still support this?
 
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HangTime


I'd have though GPU physics acceleration would become part of DirectX to aleviate this problem. Afterall isn't that the whole point of of DX?

DirectX is for windozs to access parts of you system at ultra high speed, so they can talk to each other rather than through things, i think.

I can see the point in the cards, and if i had 90 quid spare i would buy one for FEAR, just to get it looking super sexy.

But i don't.... i also have to use my PC to heat up my room......

Maybe if they started writing there own patches for games so a few weeks/months after the game was relised they had a patch to add extra eye candy......
 
“time and time again games that are supposed to use it slip to games that MIGHT have a SINGLE level that isn't part of the actual game that uses the ppu.”
As I keep pointing out to you before, 90%+ of the games have one single level and use it throughout the game.





“even ageia's own freaking "game" became little more than a tech demo.”
You have a very strange definition of tech demo. Very strange indeed. single player campaign, different player class’s, different level’s, different weapons, vehicles different multiplayer modes e.c.t. That’s not a tech demo. What is your definition of a tech demo?




“So if the PPU is that good, why does Cellfactor drop to single figures? Sommits clearly wrong if even Ageia cant get a half desent framerate from the PPU“
My guess is you’re looking at the beta demo benchmarks not the full game. You’re also looking at reviews using the old buggy drivers with large performance problem. It runs over 30fps+ with the new drivers. Got any links to the review your reading.




“we can't actually do much with a ppu, have this couple level tech demo.”
What is your problem? You keep ignoring facts and making stuff up. Look for the last time the couple level tech demo was a beta demo. You know beta unfinished. There was a full game out later without all the problems of the beta tech demo. Stop going on about the beta with bad performance. Look at the full game which works. Why do you bring up 1/2nd/3rd level phsyics. Thats something you made up. Just like that PPU cannot do 1st level phsyics. Useing your definition of 1st level thats also not true.





“so far physx hasn't used the ppu for any 1st level stuff, and it can't.”
Here we go again. I proved to you that Physx does 1st level stuff last time around. Do we really need to go over this again? Why do you ignore facts? UT use’s physx for all the 1st level stuff. Pretty much all the games do.





“physx is, and will only ever be used for a few graphical effects, like extra particles in graw games in explosions,”
That’s funny as GRAW 2 and pretty much all the other games use’s PPU’s for 1st level physics useing definition of 1st level. O wait I forgot you like to think PPU’s cannot do 1st level physics so it doesn’t count neither do all the other games.





“PhysX is used on around 40 titles, the latest and greatest of which include the following...”
No it’s used in over 100 titles. The PPU is about 30. Both the Havok and Ageia websites don’t list full lists.







“1st level physics and 2/3rd level physics, ie 1st level would be for instance breakable wooden boards in say halflife, the kind you have to break to get through a doorway, 1st level gameplay physics that improve the realistic nature of the game, and 2/3rd level would be things like water being more realistic, or clothes looking better, they are graphicall effects as opposed to things that effect gameplay on any level. “
Apart from the fact I dont like useing levels as its something you made up I have to LoL at what you wrote.

So 3d solid wood that you can shoot tough and break to get tough a doorway is 1st level physics. 3d solid cloth that you can shoot tough and break/tear to get tough a doorway is 2/3rd level physics. Right, that makes sence Both are physical objects. Both react to the player and environment. Only one bends very little. One bends a lot and tears. If anything the wood is the basic one of the two physics wise.

You say 1st level physics improve the realistic nature of the game. Well last time I checked having real 3d liquid and dynamic cloth that tears improve the realistic nature of the game. Remember the liquid I showed you in the hanger and the box’s? How is that not more realistic? The liquid flows out based on the hole's and pressure. It moves box's and slows down over time as it spreads around. Forgot about the graphical look as that’s the GPU.

http://www.youtube.com/watch?v=anoH3JQJGlA so your saying that liquid has no impact on gameplay!

They are not graphics effects. They affect gameplay
 
I'd have though GPU physics acceleration would become part of DirectX to aleviate this problem. Afterall isn't that the whole point of of DX?

Direct X is designed to handle graphics-type calls.

It IS possible to translate general floating point calculations into DX calls, but this is much more time consuming than just programming in C for an architecture like nvidia's CUDA (http://developer.nvidia.com/object/cuda.html). Physics calculations (not just game physics) require a bit more flexibility than DX is really designed for, and this was one of the main driving forces behind nvidia developing CUDA.

Unless ATI's equivalent API is compatible with CUDA (which I strongly doubt), we will have compatibility issues.
 
I glanced at those reviews and didn’t see anything about low performance or single figures FPS. The low scores where sound and gameplay as the reviewer didn’t like the fast pace where you can die 20seconds after spawning.

From a physics point of view Cellfactor did everything it was meant to and proves the PPU works. Just like Warmomger
 
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So far I've been most impressed looking at Alan Wake and Far Cry 2 preview physics. No PPU on either of those.
 
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