| Games
Convention 2005 Teil 4: AGEIA
Q: In a long-term,
how do you see the PPU establishing itself as a must have
feature along with GPU and CPU?
EM: As the
game designers absorb what’s possible with physics,
the bar will be raised on what gamers expect. The same process
took place with 3D. As games included filtering and high
resolution textures, games that did not support 3D hardware
gradually fell away. Games simply looked better and played
better. Physics gives motion and feel to games. Since we
all live in a physical world, the experience we aim for
is for the gamer to feel that objects in the game are real.
This experience requires as many processor cycles as we’ll
be able to cram on a chip. There really isn’t a limit.
Q: What sort of tools are
you supplying to the devs to make the development for the
PhysX chip easy?
EM: We provide
our PhysX SDK that is a physics middleware solution. The
physics middleware contains a software physics engine and
an API that provides standard access to the software engine
and PhysX processor. In addition, we have developed tools
in conjunction with 3D modelling applications like 3ds Max,
Maya and XSI to develop art assets that include physics.

Q: Can you tell us something
about the development? For example how long did it take to
develop the PhysX and what kind of resources had been used?
EM: The PhysX
processor and software have taken about 2 years of active
development. The engineering group has three main components.
The hardware group designed the PhysX processor. The middleware
group designed the software PhysX engine. This engine is
then ported to the PhysX processor so that the software
engine runs on the PhysX processor instead of the Pentium.
This was quite an undertaking for a startup engineering
group.
Q: Do you see any limitations
in what a PPU can accomplish due to overhead issues?
EM: No, not
at this time. The first PhysX processor is just the tip
of the iceberg for both effects and game-play physics. Just
as the first GPU, the PhysX processor has a great deal of
headroom.
Q: How long do you think
it will take for a developer to release a game that will look
and play better on a PPU-enabled system?
EM: The success
of the PhysX processor is dependant upon the titles that
run on it.
If a game is designed from the ground up using the PhysX
SDK, our experience has shown that it doesn’t add
significantly to design time. But that also is subjective
to the amount of effects they choose to add to the game.
As with any new technology, there is a ramp up time for
the developer. By having hardware physics acceleration,
the sky is now the limit on physics within their title.
That presents exciting design challenges and opportunities.

Q: According to the last
question. We understand that you needed the Novodex physics
engine to use the PhysX. There are some titles that are using
the engine right now. Do they support the PhysX from the beginning
or do they need an upgrade?
EM: Most
developers that we work with have chosen to use the PhysX
SDK (formerly called NovodeX) from the ground up on new
games. However, for those who have not, we’ve provided
a simple transition path.
Q: What are the current bus implementations
you have on your roadmap?
EM: The first
PhysX processor will be on a PCI implementation. We’ll
be moving to PCI Express next year mainly due to the migration
of motherboards to PCI Express. For the current generation
of titles, PCI provides ample bandwidth for the data we
exchange with the CPU.
zurück|weiter
|