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Comments:
<0> 1 thread for rendering and it doesn't max out the usage? <1> I said 100% of core #1 <1> 100% = max no? :) <0> EwIck says 74 <1> I suppose he's talking about overall <2> the non-rendering threads actually <2> you'd have to ask my guy for the deep technical details though <2> he's brilliant <1> Where did you get that 74% from? <2> profiling tools that come with the 360 <3> this is a good example of Cray's business model. Which is build the hardware to fit the software rather than vice versa. <1> Not that much, I got rendering multithreaded ;) <1> I don't have physics though :( <1> Well, I have a namespace called physics but it's empty :D <0> lol <2> just buy havok, or something similar
<2> a lot of work saved <0> yeah, everybody's doing it <1> I'm in contact with Ageia <1> But I don't want to limit myself <1> Thing is Ageia is more "accessible" than Havok <1> Thanks to all those companies we'll go back to 1995 when it was Glide vs OpenGL vs Direct3D <1> And some day Microsoft will make a DirectPhysics (when they start to care) <0> hehe <2> ouch. Glide. <2> I had finally forgotten about it, thanks a lot <3> how does one even develop for console systems? <1> With the development kit <3> I have no idea how that works <1> Heheh <0> someone at the GDC (I think it was the Havok guys) showed off a physics simulation running all calculations on a GPU <2> Twister: you buy the dev kit and start working <3> So, you burn the source and test it per each dev iteration? <4> you pay a rediculous amount of money and bribe people to get approved for a dev kit <1> rdragon: yes, that's Havok <1> rdragon: Havok use shaders (partnered with nVIDIA), Ageia uses a PCI card, ATI announced they'll kick both ***es but they haven't released anything <0> ah <2> Twister: no you don'T need to burn a CD/DVD during development <1> That'd be evil <2> CD protection is disabled on dev kits, and you just put your stuff there on the hard drive <1> Each time you compile you burn a CD heheh <3> thats what I meant heh <2> yeah.. I had to do that with EEPROMs for a while <1> "oops I forgot to type a line => compile => burn (5 minutes) => run" <2> before my boss finally purchased an eeprom emulator <5> who do you work for, if you don't mind me asking <3> for people like me who compile like once every 5 lines of code, that would not be cool ;) <1> F7 => compile => upload through network => run <1> Yay <1> (well, for Xbox anyway) <1> Others are a bit more... painful <3> ah, uploading would not be bad <2> well, that's how it is <1> Especially when you have to use Codewarrior <2> you just upload your stuff and run <1> And everybody knows Codewarrior is evil <0> I don't care for the idea of buying a physics card <4> who's developing a physics card? ive thought that would be a neat idea for a while <1> Ageia <2> it's not a particularly bad idea <4> any developers actually supporting it? <1> There's a downside to it <1> Graphics is not that much part of the gameplay <1> Physics can be <1> If all players don't have the card/shaders (for Havok) <1> What do you do? <4> I suspect doing physics on the GPU would be more efficient in terms of cost to the end user though <5> software physics :P <2> software? <1> Can you still do software rendering as fast as hardware? <1> (with the same end result) <2> didn't we go through the same thing when 3d cards first were introduced? <5> and yea, the GPU should just be replaced with a general purpose float vector math card <1> The GPU is already a general purpose float vector math thing <1> That's why Havok can run on it in fact heheh <5> not as general purpose as i'd like it to be.
<6> I don't agree the GPU should be replaced. <1> Which shader version did you use? <6> However, I doubt there should be a "physic" component to the GPU. <5> i for one can't figure out how to even multiply two float vectors and get the product vector back out. <1> That's just mul dest, src0, src1 <5> _m_ : it's almost the same thing, functionally. <6> Such a component would better be placed on a separate card. <5> physics, graphics, any number of other uses.... <5> all you're doing is absurd amounts of floating point operations. <6> NineVolt: yes, it is. However, the GPU has better access to the video RAM. <5> true. <3> have one or more specialized processors for each type of task, and let the compilers decide which one best handles the job? <6> I doubt such access would make sense for that physic component. <1> EwIck: if the guy playing Counterstrike was playing software and another guy playing with hardware acceleration, they can play just the same way; with physics, if it's part of the gameplay, that just won't work, if one of them can't do the same physics simulation <5> it wouldn't hurt. <1> So it's not general purpore enough but you didn't find the multiply <1> purpose too <1> Then I can understand why you feel it's not general purpose <1> There's add, sub and rcp too <5> i thought the physics in CS was server-side <1> If it's server side why would you need a physics card <2> ... for the server? <5> heh :P <1> Physics runs client side in CS <1> For prediction <6> The physics of splatter could be done on the client side :) <2> but CS is gaey <1> True, CS is for nazi 14 years old germans <5> i wasn't the one that brought it up. <1> So player #1 plays TheSupahGame, he's got this brand new PhysX card that's <marketing>100000000 more powerful than a Pentium 4</marketing> <1> TheSupahGame's gameplay is all about physics <1> Other people can't play with him if they don't have the card <1> Cause they can't run the simulation <5> they can, just at a really slow speed. in software. <7> Sure they can... they just get significantly lower FPS. <1> Unless they get 100000000 Pentium 4s I guess <1> Physics don't affect FPS <5> same argument as 3d cards. <1> And 3d cards don't affect the gameplay <5> ... <1> Having high resolution textures don't change anything to the gameplay <5> so playing at 1fps, your gameplay isn't affected. <5> right. <1> Frames per second are not part of a game <5> people with high end gaming systems don't have any sort of advantage against people playing at 1fps. <1> You're trying to sound like a moron again or something? <1> A box falls <1> Physics handles it <1> In a very smart way <1> Cause the card's so powerful <1> The other guy has software physics <1> It's too slow to run the same simulation <1> It can't know where the box will go <5> it can get handled the -exact- same way. <1> That's gameplay <1> No they can't <5> yes it can. <5> !!?! <5> why not? <1> Just like software rendering can't do what hardware rendering does <1> In realtime <5> is there some functionality in the physics card that can not be emulated in software? <5> no. <5> software rendering -can-. <5> it just takes a lot longer. <1> Nope <5> meaning you run at 1fps. <5> yes. i ***ure you. <1> Pixel shaders <1> You run at 0.0000000000001fps <1> So it can't be emulated <5> EXACTLY> <1> Eventually you'll get it <5> you just contradicted yourself.
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