What you REALLY think of AGEIA....
Posted: 2006-05-23 03:38pm
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What do you mean?Pu-239 wrote:Then again, the same chicken and egg problem could be said for DVDs when they came out...
I wouldn't say that. DVD's offered chapter selection, improved video and sound quality, no tape hiss, were more compact, and commentary and special features. Because this was recognized, content providers were willing to take the plunge and release movies on DVD.Pu-239 wrote:Then again, the same chicken and egg problem could be said for DVDs when they came out... so it's not impossible, just hard.
Support means nothing if it's just a bit more flying debris or slightly prettier water and hair. They need a killer app or very few people will buy the card. But until a lot of people buy the card, no one is going to make a killer app. This is not a solvable problem.And the next UT engine is supposed to support it.
Theres also some talk that it was due to drivers(AGEIA released new drivers that seem to help alot) or due to bad implementation.weemadando wrote:The biggest problem is that the AGEIA in GRAW merely adds MORE crap to be processed, leading to a slowing down of the game overall, rather than just decreasing the physics load on the CPU for an overall performance increase.
Yes, I know the status of GRAW. I'm just saying that it's possibly either due to idiotic implementation or bad drivers. Infact, those who tested with newer drivers say theres not much of a preformance difference, I'll try to find out reviews.weemadando wrote:There's a great demonstration of it at one of the Ghost Recon sites, the AGEIA just tells the game to generate more debris, smoke etc etc etc for it to process, leading to an enhanced load on the system, rather than just making the existing physics effects work better.
Jacob- There was a lot of controversy with the recently released Ghost Recon, where some players got lower performance when enabling Ageia effects because the video card has to render more objects. Is that something that should be expected or should frame rate be the same?
Sweeney- For the record, acceleration hardware is supposed to accelerate your frame rate, not decrease it! [laughs] That seems like it’s just a messy tradeoff that they made there. You certainly want your physics hardware to improve your frame rate. That means that the physics hardware might in some cases be able to update more objects so you can actually render another frame, so you need to have some sort of rendering LOD scheme for that to manage the object counts, and obviously you don't want to take this ultra fast physics card and plug it into a machine with a crummy video card. You really want to have a great video card to match up with your physics hardware and also a decent CPU to have your system in balance to really be able to take advantage of the full thing.
Jacob- How about Ageia effects over a network? Is that supported or is it Client side? I imagine trying to push that amount of physics data through the network, there might be a bottleneck.
Sweeney- There are a number of networking solutions for physics, what we are doing in UT2007 is using the physics hardware only for accelerating special effects objects, things where the server tells the client, Spawn this special effect here! The client responds with an explosion with thousands of particles, and each of those operates as a separate physics object but it doesn't effect the game play... it’s just purely a visual effect there. That’s the easiest and most common solution.
Some of the other solutions it looks like other teams are using are only enabling the physics hardware's networking on a LAN environment, where the entire physics state of the world is being replicated to all the clients, that requires a vast amount of bandwidth, more than even a broadband connection has there, so that’s not very practical.
The other approach is to run a peer to peer lockstep game, which would be ideal for like a fighting game or some other game with 2 players or 4 players playing against each other where the entire game runs in lockstep, everybody has hardware and the entire game state evolves deterministically on all of the machines.
Jacob- Havok recently announced the ability to accelerate physics on the GPU. Is that necessarily a bad idea?
Sweeney- That’s a good approach, they have some good technology there. Havok has a physics system that runs largely on the GPU to accelerate the computations there. It seems to be a lower precision physics than you have for the rest of the game which is problematic. You really want all the physics in the world to be drawing with a constant level of precision, so you don't have to make weird trade-offs there. I guess there is also the trade-off with that, if your GPU is doing both physics and graphics, then you are not getting the full utilization out of the system.