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Z
10-04-2006, 04:13 PM
I have always said that physics is one of the key features of next-gen gaming and one of the most exciting leaps I want to experience with PS3. since PS3, admittedly by Agiea and Havok- IIR, doesn't require a dedicated physics chip thaniks to Cell. this piece gives you a picture of the role of physics we could see on next-gen games and PS3. enjoy :toad: :

LGF: Ageia's man of Steele
Think faster CPU and GPU's are the answer to better-looking games? One company thinks they have a better idea. Meet Ageia's Michael Steele.
By Emma Boyes, GameSpot UK (http://www.gametab.com/news/699426/)
Posted Oct 3, 2006 6:14 pm PT

LONDON--Physics processors are going to be the next big thing in gaming and will revolutionize the way games are made and played, according to one executive GameSpot spoke with at this week's London Games festival.

GameSpot sat down with Michael Steele, Ageia's marketing vice president, to talk about what he believes PC gamers really, really want--whether they know it or not.

According to Steele, his company's PhysX processor, which comes mounted on PC add-in cards, "promises to do for game action what the 3D graphics accelerator did for game visuals."

Never heard of a physics processor? Steele says of the new technology: "People now are starting to talk about physics as a viable category from a competitive standpoint; from the processor vendors, the key software players, the players, to the game developers…"

Games like Half-Life 2, which many people think have some high-level physics simulations are "simply scratching the surface" of what is possible, says Steele. "You're still going to see things like standard 'helmet hair' and painted on clothing, water which from a graphics standpoint looks kind of cool but it doesn't really interact."

Steele continued: "If you look at physics in games today, its largely what we call "rigid bodies," which is objects colliding; for example, a ball bouncing off another ball, or a box bouncing off the platform as you shoot it. That's a rigid body; it's a hard thing bouncing across a surface. But it's so much more than that. Physics is also fluids, hair, cloth, joints... and many of those elements from an algorithmic point of view are all put together differently, so how you make those things interact is actually quite difficult. It's a computational power thing, which is where the hardware comes in."

But it's more than just painting a prettier picture, says Steele: "The way we look at it is that it's not just the way that things look, because they look great--they keep looking better, there's all kinds of cool graphics--but that's really just animation. That's just painting a pretty picture on the page." Steele says it's about how objects behave, move, interact. "We're about...about dynamic motion, about interactivity. Like massive explosions, they don't occur the same way every time, right? It's about fluids and it's about smoke and it's about particles, how all those things interact together."

What PhysX does, says Steele, is make gameplay much more realistic. "In today's gaming environment they don't really interact. It might look like they do, but they don't. [It's about] how things interact and it also has the potential of actually changing the outcome of the gameplay."

Steele believes that games can become more powerful and realistic if they harness this new technology, which will open whole new realms for creative potential. He says: "Up until now you've only had the CPU and the GPU. The CPU's doing all the game logic, the artificial intelligence, and the GPU makes it all look beautiful. And up until now the CPU has also done a little bit of physics, but really, just a little bit. A physics processor rounds what we call 'the gaming power triangle' nicely off."

But isn't a physics chip just something else gamers will have to shell out hard earned cash for?

Well, says Steele, "if you look at PCs ten years ago compared to where they are today, they're almost entirely different. Like it or not the PC industry itself evolves at a tremendous pace."

"When I look back on my own experience, I can remember the days of 386 computers, and I can remember sitting there thinking: 'I have no idea why I’d want a faster processor.' It was my job at the time to do it, and I remember wondering how on earth we would market a 486 PC, and then we got one on our desk and after using it, then my only thought was: 'how can I go back to my 386 now?'"

"I think that same fundamental question is asked over and over again and that same question is answered over and over again. Do we want more? The answer is always, yes, keep going."

Steele points out that the same elements of gaming keep evolving--graphics and AI. But other areas like physics haven't been keeping up, "so we're trying to do is the kind of things that help games evolve in a more interesting way." Part of this has been work behind the scenes to make it easier for developers to use this technology in their games. "If we can create an environment where it's easy for the developers to use and its also easy for the gaming community to use as well, from a modding perspective, then you have all the pieces of the puzzle coming together, which will really make the category take off, and that's what we're doing."

Physics is all about four key areas, says Steele. "Fidelity, scale, sophistication, and interaction. Fidelity is basically how accurately can I simulate physics well, how accurately can I simulate a character running, and the joints moving properly in his body, or lava flowing through a field, or foliage twisting and bending in the wind, how accurate can I make that simulation appear? In terms of scale, how many of those things can I do at once? Obviously, if you do a lot of them, it takes more processing power. In terms of sophistication, how deeply can I integrate those effects, how realistic can they be? And finally, how can all those things interact together."

While Steele is focused on games as the perfect environment to make his, and Ageia's mark, it isn't the only area. "It just happens that the best place to integrate physics initially is in gaming. That’s not to say that there aren't other applications for physics technology."

BruceWayneIII
10-04-2006, 04:22 PM
Thanks. Great read +rep

Z
10-05-2006, 04:38 PM
he also mentioned things which I haven't thought about before. I was focused on character animations and real-time physics for them instead of or along side conventional rag-doll animations.

but he also talks about FX like explosions, fire, smoke, etc. to not be canned like in today's games. that made me remember the old Gas Station Explosion demo SOny made at E305. the whole point was to show that the explosion was physics based and thus it would explode differently each time.

this was also mentioned in the new Indiana Jones games where even wooden boards and boxes will break differently each time they are hit. and that particularly brings to mind Naught-Dog's PS3 project where we could see wooden boxes break in both the video and better yet in the stills. I presume they are using the same method of object randomly breaking as well.

Reflection said in a very old interview that they wanted to make glass break differently as well in their games (Driver, Stuntman) and that each shard would have its own physics and shadowing.

Factor 5 said that in Lair, the fire coming out of the dragons' mouths isn't canned animation as well. it was being rendered in real time.

I am very excited about experiencing this exrtra level of depth in games. it will have a very positive effect on how we experience games. and thanks to Cell, we can rest assured that we can have the best physics possible.
:)

venomv
10-05-2006, 05:22 PM
I have always though physics would be the real star of this gen, not graphics.