Fistandantilis
Gawd
- Joined
- Nov 22, 2004
- Messages
- 822
I thought I read somewhere that the 1900 series cards had some sort of physics engine, am I way off on this.
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quadnad said:There's a physics processing forum.
Check there for more details.
Lazy_Moron said:No, its like the SLI Pysics. You need Crossfire to use it. I think its a waste of GPU power. This is why we are having dedicated physics cards. GPU's are meant to draw are sexy looking graphics not calculate are physics...
Brent_Justice said:That is not true, you don't need CrossFire to use it.
BBA said:...And, if ATi accellerates the same functions as Ageia, the ATi card is faster then Ageia by a factor of three or more times.
No, its like the SLI Pysics. You need Crossfire to use it. I think its a waste of GPU power. This is why we are having dedicated physics cards. GPU's are meant to draw are sexy looking graphics not calculate are physics...
Cadaver said:I don't follow your reasoning. Could you elaborate please?
in-game physics relies heavily on floating point arithmetic, its R580 architecture is ideally suited to it since it features 48 pixel shaders and suggests that it has 375 GFlops per card available for such calculations. This number compares favorably to the 10 GFlops available in the fastest widely available CPUs and the 100 Ageia will offer. Other aspects of ATI architecture such as dedicated branching logic, unified shader units and a 3:1 shader/pipeline ratio also offer advantages when performing physics calculations.
But you need an x1600 or higher. the x1300 doesn't support the functions required.
BBA said:
Cadaver said:Ah, I see. However, that wouldn't necessarily mean an X1900 would be 3 times faster than an Ageia PPU, as the GPU would have to expend most of its efforts generating graphic content. Still, I'm very interested to see the direction that Ati will take.
Cadaver said:Ah, I see. However, that wouldn't necessarily mean an X1900 would be 3 times faster than an Ageia PPU, as the GPU would have to expend most of its efforts generating graphic content. Still, I'm very interested to see the direction that Ati will take.
BBA said:ATi is not driving just balancing Physics and Graphics on the same card, but they are driving letting you dedicate a graphics card to physics, such as when the X1900XTX is old, and you have the X2900XTX and such as your primary DX10 card with Vista...
At that point yes, it will produce 3 time the physics calculations as the Ageia PPU.
BBA said:ATi is not driving just balancing Physics and Graphics on the same card, but they are driving letting you dedicate a graphics card to physics, such as when the X1900XTX is old, and you have the X2900XTX and such as your primary DX10 card with Vista...
At that point yes, it will produce 3 time the physics calculations as the Ageia PPU.
Digital Viper-X- said:where do you get that 3X number?
Digital Viper-X- said:where do you get that 3X number?
That is one of the largest oversimplifications, I have ever heard...BBA said:Did you not read the article I linked? Physics is based on raw floating point calculation,...
and since ATi is currently over three times faster than Ageia, it implies better than 3X physics capability. Wether that pans out in the end...well, it's a waiting game.
ATi = 375 GFLOPs
Ageia = 100 GFLOPs
Secondly, both floating point power numbers refer to the whole system, CPU
and GPU. Obviously a GPU's floating point processing power doesn't mean
anything if you're trying to run general purpose code on it and vice versa.
As we've seen from the graphics market, characterizing GPU performance in
terms of generic floating point operations per second is far from the full
performance story.
Another way to look at this comparison of flops is to look at integer add
latencies on the Pentium 4 vs. the Athlon 64. The Pentium 4 has two double
pumped ALUs, each capable of performing two add operations per clock, that's
a total of 4 add operations per clock; so we could say that a 3.8GHz Pentium
4 can perform 15.2 billion operations per second. The Athlon 64 has three
ALUs each capable of executing an add every clock; so a 2.8GHz Athlon 64
can perform 8.4 billion operations per second. By this silly console
marketing logic, the Pentium 4 would be almost twice as fast as the Athlon
64, and a multi-core Pentium 4 would be faster than a multi-core Athlon 64.
Any AnandTech reader should know that's hardly the case. No code is
composed entirely of add instructions, and even if it were, eventually the
Pentium 4 and Athlon 64 will have to go out to main memory for data, and
when they do, the Athlon 64 has a much lower latency access to memory than
the P4. In the end, despite what these horribly concocted numbers may lead
you to believe, they say absolutely nothing about performance. The exact
same situation exists with the CPUs of the next-generation consoles; don't
fall for it.
The question remains, does ATi want to support Ageia's physics SDK or make their own...and that depends on wether Ageia wants to let ATi license from them or it Ageia wants ATi to crush them in the market place with better hardware and better physics.
Fistandantilis said:fellas, fellas, please dont argue, I by no means wanted to start bickering with this thread... man no I dont even want a PPU.
You are still talking wanna-be physics...
HavockFX has NOTHING to do with REAL gameplay Physics...
Trimlock said:Terra i agree with you, but ATi is not single handidly only supporting HavockFX
might not be as fast as the SLI implementation when the havock engine is used but it should work across all platforms
i'm just waiting for it to come out
quadnad said:I'm still waiting for something other than a demo for a game thats arriving in late 2k7 to tell me that this is all worth it...
Terra said:It's worth it
Terra - Done
quadnad said:lol, newegg, HERE I COME!
I still don't understand how they are going to violate the laws of physics (pun intended) and make the pixel pipelines feed back collision data to the CPU?
Trimlock said:hehe, either way i'm sure they can handle it through some emulation, which would bring performance down, but this isn't replacing a PPU, its pretty much just creating one in theory, if this does do the job with less speed through which ever process they come up with i'm still a happy camper
Emulation?
That won't cut it.
For gameplay physics to operate, collision data have to be feedback to the CPU.
The problem is that once data enters the pixel pipelines, it's out of reach of the CPU.
You can't "emulate" a new GPU-stucture that is bi-directional...
The pipelines are a one way street...
Terra said:That is one of the largest oversimplifications, I have ever heard...
Again, I would loooooove to hear how pixelpipelines can feed collision data back to the CPU?
Terra...
Terra said:I could turn this around, and use the same "logic" as you:
ATI = 49.6 GB/sec bandwith
AGEIA = 2 TB/sec bandwith
AGIEA = 40x faster than ATI...
But that would be stupid..since it cross platform/technology...
Again, I would loooooove to hear how pixelpipelines can feed collision data back to the CPU?
Terra...
rincewind said:Forgive me if I'm being an idiot, but doesn't the current PhysX have to feed data back to the CPU over the PCI bus? 2Tb/s internal bandwidth is all well and good, but the PCI bus only offers ~132Mb/s (some of which is already eaten up). PCI-E x16 gives a more respectable 6.4Gb/s, and the bus itself is capable of double that (PCI-E mobos normally have 32 lanes afaik) Am I missing something, or does PhysX have a major achilles heel right there? The data can be moved internally at lightspeed, but the most it can afford to transmit is a meagre 4 megs per frame (to maintain 30FPS).
Terra said:Emulation?
That won't cut it.
For gameplay physics to operate, collision data have to be feedback to the CPU.
The problem is that once data enters the pixel pipelines, it's out of reach of the CPU.
You can't "emulate" a new GPU-stucture that is bi-directional...
The pipelines are a one way street...
Terra...