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NVIDIA To Showcase PhysX Content 56

Early next week, NVIDIA will release the GeForce Experience Pack to demonstrate the 'PhysX' engine it bought from AGEIA earlier this year. The pack is free, and it will contain a stand-alone action game, maps for Unreal Tournament 3, and various demos. Gamasutra notes that the UT3 maps are "designed to 'fundamentally change' the game's mechanics."
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NVIDIA To Showcase PhysX Content

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  • they want to use physx because as is clear right now, nobody other than Nvidia can use it 100% accurately yet.

    I seem to recall an israeli group getting it working on a radeon 4850 and doing fantastic, but overall this is the real reason it's promoted.

    Thus, in effect, its like how nvidia refused to support DX 10.1

    • Re: (Score:2, Insightful)

      they want to use physx because as is clear right now, nobody other than Nvidia can use it 100% accurately yet.

      Maybe because NVIDIA acquired AGEIA, which is the company that made the original PhysX cards.

      That's a bit like saying "Nobody other than Microsoft can do .NET 100% accurately yet," only moreso, because at least Microsoft is pretending .NET is portable. I'm not sure PhysX was ever meant to be. (Consider the -X ending, implying DirectX, rather than something like PhysicsGL, or PhysL, implying OpenGL -- you know, the actually portable industry standard for graphics.)

      • by pushing-robot ( 1037830 ) on Saturday August 09, 2008 @02:45PM (#24538725)

        (Consider the -X ending, implying DirectX, rather than something like PhysicsGL, or PhysL, implying OpenGL -- you know, the actually portable industry standard for graphics.)

        ...Or maybe PhysX just sounds a hell of a lot better than PhysL?

        PhysX is actually not connected to DirectX at all; the PhysX SDK is even available for the Playstation 3 [tgdaily.com] and Linux. [sys-con.com]

      • by WK2 ( 1072560 )

        Yes. Microsoft is the first company to ever use the letter "X" to mark something. Every other name, such as UNIX and Wormhole X-Treme! [wikipedia.org] is just copying them.

        • by MoFoQ ( 584566 )

          ahaha...I can just see Jack frowning.

          but I digress.

          anyways, don't forget...Microsoft (one of the employees at the time) coined the executable file format on DOS/Win to be "marked" with "MZ".

          either way, the PhysX CUDA thingie only makes sense if you have more than one compatible Nvidia product (8xxx/9xxx/2x0), especially if you can't run them in SLi mode (or don't want to).

      • You sir, need to: A) Learn how to Read (so you can read about what your ranting about) and B) Stop being an Asshat.
      • rather than something like ... PhysL

        I may be wrong but I think naming your product Fizzle might make it a hard sell. Perhaps DampSquib(tm)?

      • Actually it's because long ago before PhysX was owned by AGAIA, it was called "NovodoX".

        Obviously this name sucked ass to some management types, so they decided to change it to something more appropriate and more importantly, more descriptive.

        It's a Physics library, so there's where the "Phys" part comes from, the X is clearly a holdover from "NovodoX", probably as a way of indicating that it's the same library, just with a different name.

    • I seem to have gotten it to "work" 100% accurately, using their freely available SDK on my linux box. Maybe you mean the hardware support, which is not critical to using PhysX at all, it defaults back to a software implementation on the CPU.
  • by Cathoderoytube ( 1088737 ) on Saturday August 09, 2008 @01:46PM (#24538283)

    Let me go out on a limb and take a guess that the demo will consist of a bunch of boxes falling or other things we've already seen in games that seem to work just fine without PhysX chips for some reason. Except they'll note that since it's handled by the PhysX processor to the CPU doesn't take a hit. Then everybody will applaud and cheer, and PC gaming will continue to stagnate.

    • by Fourier404 ( 1129107 ) on Saturday August 09, 2008 @01:52PM (#24538337)
      From TFA:

      The pack will feature NetDevil's Warmonger (pictured), a complete action game allowing players to use destructive powers to destroy walls, floors, and whole buildings to open new paths or close existing ones.

      • Re: (Score:1, Funny)

        by Anonymous Coward

        Madness! Yet another techology used for destruction...

    • Re: (Score:3, Informative)

      by neokushan ( 932374 )

      I wouldn't call myself an expert by a long shot, but I myself made a [url=http://img.photobucket.com/albums/v438/neoKushan/Random%20Program%20creations/newtexts.png]simple app[/url] that had "lots of boxes falling" around the place and it worked fine without PhysX hardware or other. It was completely unoptimised as well, yet on a fairly limited machine I could have hundreds of boxes colliding all over the shop without much of a frame drop.
      I'm not bragging or trying to sound "kewel", I'm just saying that it'

      • Ahh fuck, I accidentally used BBCode instead of HTML.
        I'd post the proper link here, but in retrospect I'd rather not risk my photobucket account getting slashdotted, so anything to thin out the numbers of potentially curious people...

      • Re: (Score:3, Insightful)

        "Perhaps with some hardware acceleration, we'll see some really destructible environments in games."

        These days I have very little faith in games. All this physics acceleration is just a gimmick to make money. Game companies aren't into making fun or innovative games anymore, they're all about graphics and gimmicks. So you can blow up walls, big deal. You could do that in Blood, but it didn't require any special hardware to do it. Plus Blood was actually f-u-n.

      • And why should a flat 4 corner square object have troubles with simulating physics?

        No offense, but how was this modded informative? The task you sent was simple enough, let me know when your boxes turn into spheres that start off rolling down a bumpy hill, that each have their own weight values and fall into a simulated cloth that tears only when given a certain amount of kinetic energy.

        Yes, I briefly touched the PhysX SDK, and the things it can do is far more than just box simulation. 6 degrees of free
        • OH well in that case, you'll be glad to know that everything within my pissy little demo was completely independant of everything else. Every single box you see there could have it's own mass, forces, attenuation, etc. just for the sake of simplicity I only made two different types.
          I could also adjust the gravity on the fly as well as all the above mentioned attirbutes of every new box "shot". Oh and I have spheres. Of different sizes.

          And I didn't use PhysX.

          And the whole point I was trying to make was that

  • by Animats ( 122034 ) on Saturday August 09, 2008 @01:54PM (#24538353) Homepage

    Most of what Ageia has done so far involves particle systems for fire, explosions, and water. It's all part of the rendering; none of the Ageia-driven objects feed back into the game play. Have they gone beyond that?

    • Re: (Score:3, Insightful)

      Technically speaking, visuals can have a profound effect on gameplay.

      That said, I'm also waiting for someone to do something interesting with hardware-accelerated physics.

    • by VPeric ( 1215606 )
      Played Half-Life 2? Remember the gravity gun? I bet some nifty gameplay can be constructed around mechanics like that. But no, I can't think of a particular game where the physics were essential to the gameplay. Still, even what we have now - realistic simulation of lots of boxes falling down and such - can have a meaningful impact on a shooter, so it's hardly all eyecandy.
    • by Have Blue ( 616 )
      This is a side effect of the chicken-and-egg problem that has dogged Ageia since it first arrived. Feeding advanced physics back into gameplay creates a compatibility barrier. If you really leverage PhysX and create a game that does amazing things with it, that game is only playable by the small number of PhysX owners. If you limit your physics use to that which can be handled by the plain CPUs owned by the vast majority of the market, you've just greatly reduced the PhysX's utility. Without games that demo
      • by Animats ( 122034 ) on Saturday August 09, 2008 @04:51PM (#24539651) Homepage

        Feeding advanced physics back into gameplay creates a compatibility barrier.

        True. But there's also a parallelism problem and a lag problem. Particle systems where the particles don't interact with each other parallelize easily. In other words, blowing stuff into little bits is easy to make run fast. Big-object collisions don't parallelize well; you need intercommunication between adjacent objects. This is transitive, which turns a parallel problem into a sequential one. Worst case: "Now let us all join hands around the world", or, "Everybody take hold of the rope and pull". Very few games do physics well enough that two players could pick up an object, one lifting each end, and move it realistically. I'd like to see a game where a raid team has to cooperate to pick up a boat, carry it to the water, and get it launched in the surf zone, timing the launch so they don't get pushed back onto the beach by a wave. That would be a good feature in any "special ops" game; SEALs train for weeks to get that particular skill nailed.

        The lag problem is that the graphics pipeline normally runs behind the game engine, and the game engine doesn't wait for it. If some physics out in the graphics pipeline has to feed back into the game engine, either the game engine has to wait, which slows it down, or the effect has to be introduced into the game engine a few cycles late. In some cases that works; you could have a game where snow was falling and snowdrifts affected skiing or driving. That would work fine if the snowdrift updates reached the game engine a few cycles late. But large-object collision detection and response can't be processed late, or the results not only look awful, you get fly-throughs and instability.

        (I used to do physics engines. I'm responsible for the "ragdoll falling downstairs" cliche (1997)).

        • by ozphx ( 1061292 )

          I've been playing around with Entanglar [dunnchurchill.com] lately - and while I woudn't say they've "solved" the multiplayer physics sim issue (and whether it would scale to 3D), the alpha build theyve got up would certainly at least cover your boat scenario on LAN.

          Definitely the couple of prototypes I've been messing around with work a lot better than say Garrys Mod. The funny asteroids-without-guns sample they include lets you get two people pushing the same box around. Presumably it would all go to shit beyond 50ms of lag

    • by Kjella ( 173770 )

      Most of what Ageia has done so far involves particle systems for fire, explosions, and water. It's all part of the rendering; none of the Ageia-driven objects feed back into the game play. Have they gone beyond that?

      Someone could have, but then they'd be cutting themselves out of 98% of the game market. With nVidia now owning it they'll only be cutting themselves out of half the market. It's tough to design something like that when you must have a non-PhysX mode too. It's no big secret what cards people have and how often they buy new ones. If they want PhysX in games, they need to start pushing out PhysX-capable cards and build a market base. Software makers aren't going to make a game just for those who recently boug

    • Is that if I make something that alters gameplay in a fundamental way require a PhysX card, then I make my game available to only a small amount of people. It's kinda like 3D cards back in the day. While various games supported them, none required them. Not enough people had them. As more and more got them, it because a worthwhile venture to make a game that required one.

      So supposing that enough graphics accelerators are made to support PhysX, then maybe companies will start using it for core gameplay. Howe

    • PhysX is a complete physics engine, much like Havok. Both CPU and GPU physics, and a software "renderer" for those without accelerator hardware.
  • I'm trying to decide whether a GTX 280 is worth the price. These demo's are only any good if you already have a physx capable card.

  • NEgative nellies.. (Score:2, Insightful)

    by hubdawg ( 1148477 )
    abound everytime the name Nvidia pops up. Im not sure I understand how buying and adapting PhysX into the company makes the company a bad guy. If you have Nvidia and PhysX capable hardware... then in games that are coded for it they will look prettier, more realistisc perhaps. If you do not have the hardware you wont see those effect. I do not understand how that makes Nvidia wrong or open to ridicule. I would think the comments that are negative may be biased because the poster had a bad experience wi
  • by VE3OGG ( 1034632 ) <`VE3OGG' `at' `rac.ca'> on Saturday August 09, 2008 @02:05PM (#24538445)

    I remember, many moons ago, when the PhysX cards were gaining some king of industry momentum. I wouldn't call it acceptance, but it definitely wasn't a complete disregard either.

    I think one of the big problems here is that between AMD and NVIDIA there are only two major market forces -- both of whom are no where near on a lovey-dovey level, and definitely no where near sharing ideas (read licensing) stuff between them. So if NVIDIA gets this PhysX stuff working from AEGIA, marvelous, but it will be completely ignored by the ATI/AMD crowd. And if the better share of 50% of the marketplace is ignoring this, it is simply not in game designers' best interests to waste development time and money on something.

    Really, I could see this type of technology being similar to the PS*2* HDD -- barely ever used.

    • by jandrese ( 485 )
      I wouldn't say they had momentum. There was some interest, but most everybody said "show me the money", and then the Physics enabled stuff came out and it was decidedly underwhelming, or worse, no better than what you could do on the CPU with most games (which were bottlenecked by the graphics card anyway). Since this will slow down the graphics card, I'm having trouble seeing the advantage unless you have a grossly overpowered graphics card (Quad GTX 280s?) hooked up to a somewhat anemic CPU.
    • by Warll ( 1211492 ) on Saturday August 09, 2008 @03:07PM (#24538851) Homepage
      Except that Nvidia is having, or at least helping get PhysX on ATi cards as well. http://www.engadget.com/2008/07/08/physx-on-ati-effort-gets-helping-hand-from-nvidia/ [engadget.com]
      • by Tim C ( 15259 )

        Which makes perfect sense - if you're the only vendor for something like that, then it'll either never take off or take off very slowly (unless it's truly revolutionary) as games won't require it because too few people have it. So, you help your competitors develop an offering - perhaps keeping the best tech to yourself as you do so. Now the availability of compatible cards is much higher, there's more chance games will use them, more chance people will buy them, and so more money for you. Especially as you

    • I just bought a Sapphire HD4850 card... would it benefit me to purchase one of the new PCI-E PhysX cards, or hold off until AMD/ATI gets it working on their chips? I read an article here [tomshardware.com] that said made future PhysX support sound promising, but does anyone have any more information on exactly when or if this will be available?
    • PhysX works fine and fast in games without hardware support.
  • by Bonker ( 243350 ) on Saturday August 09, 2008 @02:54PM (#24538773)

    Both player super powers and quite a bit of Paragon City and the Rogue Isles have been designed or retrofitted for PhysX capabilities in mind.

    For example, when a fire blaster sends a bad guy to the burn ward, bits of flame and whatnot fly around, catching on nearby terrain or even other players or enemies. The same things happen with electric and other blasters that have a big visual 'splash'.

    My earth controller leaves lots of stones and pebbles lying around. Enemies, players, and my stone golem have to wade through these and kick them out of the way to get to where they're going. When her wind powers kick up, the rocks frequently roll around in the gusts.

    Anyone who uses firearms in Paragon, Rhode Island or in the Rogue Isles generates LOTS of brass. If you're not careful, they'll pile up around your feet and go scattering when you walk around. If a flier-type happens to go around them, they'll be blown around by his wake.

    Perhaps the most dramatic use of PhysX in player powers is the 'Propel' power. This allows some telekinetics and gravity control types to throw bits of the terrain around (summoned out of pocket-space, of course). It's frequently possible to litter a zone with 'Propel Junk', that you have to shove out of the way to get anywhere. It's quite a fantastic thing to knock out a gangster with a ballistic fork lift. Gravity control just does bad things to physics particles in general, such as spraying piles of the forementioned casing brass all over the place.

    A flier who tears through a tree will see lots of leaves and maybe a branch or two swirl behind in his wake.

    The real bonus to PhysX is ragdoll model physics. When you punt someone hard enough to send them flying, they often land... awkwardly. It takes a few seconds for a mook who's just been skipping along the pavement by his teeth to pull himself back together. A favorite bonus is to knock an enemy into a railing. You can often leave them helpless, hanging by their feet or even their head in some rare cases.

    PhysX in City of Heroes uses the CPU-only dll by default, but will also work with an add on Aegia card or with the newer CUDA drivers from nVidia.

  • Isn't this simply the stuff ageia released a while ago before nVidia bought them? And nVidia is now simply re-releasing them (after they pulled the content from te website) to show off their PhysX support for Geforce 8+ cards.

  • by VampBoy ( 189024 ) on Saturday August 09, 2008 @11:25PM (#24542397)

    For those that already have a Geforce 8 or 9 card and don't want to wait for Nvidia's demo.

    Head on over to http://www.warmongergame.com/ [warmongergame.com] and grab the game. I'd also recommend heading over to Guru3d and finding some BETA drivers that enable PhysX support for the 8 series cards and newer PhysX drivers.

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