Original Post
Some of the most impressive demos were of "physics hardware" at GDC: 1. Ageia PhysX 2. nVidia/Havok SLI Physics 3. PS3/Cell Ducky Demo Ageia showed a cool in-game demo with many moveable objects (Cell Factor), as well as implicit-surface-like fluid (gore effects). The demo did not allow switching between hardware/software, so it was not possible to determine if the demo was actually hardware accelerated and/or how much of an improvement the hardware provides over the already quite fast and impressive Novodex software engine. The PS3 Rubby Ducky / Pirate-boat+cloth sails + water demo was quite cool. The demo allowed spawning of a huge number of duckies which ended with a very large ducky smashing and forcing most of the little duckies out of the tub. There was no visible sign of slowdown; I suspect the PS3 hardware could support much more than the demo showed. The most surprising and most impressive demo was the nVidia demo running Havok on a GPU (SLi). The demo starts out with a relatively small stack of boxes, then progresses to a larger stack, then larger, and so on, until a huge ring/tower stack is shown with so many boxes (10s of thousands) that while collapsing the view is pulled out so that the boxes looked almost like particles of sand flowing. The frame rate did not appear to slow down! Another demo showed thousands of boxes flying in a ring around a player, with switching between hardware and software. For this demo, software ran at perhaps 1-2 fps, while hardware ran fully real time (appeared to be 60+fps). It's clear from the nVidia hardware physics demo that the GPU is plenty general+powerful enough to provide compelling hardware physics acceleration. It will be interesting to see how ATI responds. It would appear that future GPU's will easily be able to support physics without dual-card solutions (more parallel float-units, multi-core-like solutions, etc.). Physics hardware manufacturers will need to provide compelling demos to show that hardware acceleration provides a significant value over software physics. From what I could see at GDC, nVidia provided the only compelling demo for hardware acceleration value vs. software-only for the PC space. It will be some time before games require hardware accelerated physics (perhaps similar to how software rendering moved to hardware rendering). Graphics progressed reasonably well through OpenGL and DirectX: some type of OpenPL or DirectPhysics will probably be needed to help hardware physics to become well-adopted by consumers. Both Havok and Ageia are positioned to promote various types of software and hardware accelerated physics. As a game developer, I want my customers to be able to choose the best product for the money (competition): thus a standardized physics API would be the best for consumers as well as hardware manufacturers. Standardized motion behavior shouldn't be too difficult, even for multiplayer games (typically server-owned ultimate position authority (lock-step would not work)); just has to be "close enough" (within some reasonable tolerance). [Edited by - John Schultz on March 27, 2006 5:37:33 PM]