Nvidia announced that its PhysX technology is now available to Wii developers. This follows a similar announcement Wednesday, when Nvidia said it has become a PhysX tools and middleware provider for Sony's PlayStation 3.
Nintendo Wii
(Credit: Nintendo)In Thursday's Nintendo-related announcement, Nvidia said it has been approved as a third-party tools solution provider for the Wii console. As a result, Nvidia's PhysX technology software development kit (SDK) is now available to registered Wii developers, the graphics chip supplier said.
Nvidia's PhysX technology, based on the laws of physics, enables game objects to respond dynamically to physical events in a game. Typically, Nvidia trumpets the performance of PhysX on its graphics chips. But this applies only to PCs, according to Nvidia spokesman Bryan Del Rizzo. In the case of game consoles, the PhysX processing is done by the CPU, not the GPU--even if a GPU is present. (CPU stands for central processing unit. GPU for graphics processing unit.)
"Based on all the processing cores in the GPU, we can do a lot more processing on the GPU than the CPU. That doesn't mean the CPU isn't a great place to do processing, but we can just take more advantage of an Nvidia GPU," Del Rizzo said.
The Nintendo Wii uses an PowerPC-based "Broadway" CPU and an AMD-ATI "Hollywood" GPU. The Sony PlayStation 3 uses an IBM Cell processor and an Nvidia GPU.
"Adding a PhysX SDK for Wii is key to our cross-platform strategy and integral to the business model for our licensed game developers and publishers," Tony Tamasi, senior vice president of content and technology at Nvidia, said in a statement. The Nvidia PhysX SDK consists of a full-featured application programming interface (API) and physics engine.
Updated on March 18 at 8:00 p.m. PST with additional information throughout.
Nvidia on Tuesday said it has signed a license agreement with Sony to provide PhysX technology for the PlayStation 3, whereby Nvidia becomes the official tools and middleware provider for Sony PS3.
Nvidia's PhysX technology--based on the laws of physics--enables game objects to respond in a realistic way to physical events. More conventional technology uses a canned response, in which the same response is repeated over and over.
For example, a window breaks, or a person falls the same way every time. In a PhysX-enabled football sports game, however, the angle and velocity of the impact is calculated by the graphics processor to generate a real-time response that is different practically every time.
The agreement with Sony Computer Entertainment covers tools and middleware for the PlayStation 3. Nvidia is now an official Tools and Middleware provider for Sony PS3, according to Bryan Del Rizzo, an Nvidia spokesman. "This new relationship means a couple of changes in how the PhysX SDK for PS3 is managed. As a Sony Computer Entertainment Tools and Middleware provider, Nvidia will now be exclusively responsible for maintaining and enhancing the PS3 PhysX SDK," he said.
Rizzo continued: "Additionally, while Sony has a license to distribute and support users of the binary version of the PhysX PS3 SDK, Nvidia will now be responsible for licensing the source code PhysX SDK for PS3 as well providing direct support to all source code-licensed PhysX PS3 developers," he said. "This newly announced tools and middleware relationship with Sony closely mirrors the licensing and support model that has existed for years with Microsoft and its Xbox 360 platform and complements our plans to support future console platforms."
Nvidia described the SDK as "a full-featured (application programming interface) and robust physics engine, designed to give developers, animators, level designers, and artists unprecedented creative control over character and object physical interactions by allowing them to author and preview physics effects in real time."
In December, Electronic Arts and Take-Two Interactive Software adopted Nvidia's PhysX technology.
Nvidia's PhysX engine is intended to bring more realistic motion to games such as Backbreaker.
(Credit: GameSpot)Electronic Arts and Take-Two Interactive Software are adopting Nvidia's PhysX technology, bringing more realistic gaming to the PC.
The largest graphics chip supplier is announcing on Monday that Electronic Arts and Take-Two have licensed its PhysX technology as a development platform.
"PhysX is a great physics solution for the most popular platforms, and we're happy to make it available for EA's development teams worldwide," Tim Wilson, chief technology officer of EA's Redwood Shores Studio, said in a statement.
"We are very impressed with the quality of the PhysX engine, and we licensed it so our studios can use this solution early in development," Jacob Hawley, technology director of 2K, a publishing label of Take-Two, also said in a statement.
Nvidia got its physics technology when it acquired Ageia in February. PhysX runs on the graphics processing unit, or GPU. Intel and Advanced Micro Devices, on the other hand, have been promoting technology that is executed on the central processing unit, or CPU. Intel's approach uses technology from Havok, a developer of a physics engine that Intel bought in September of 2007.
Adhering to the laws of physics
The goal of Nvidia's technology -- based on the laws of physics -- is to make game objects respond in a realistic way to physical events. More conventional technology uses a canned response, in which the same response is repeated over and over. For example, a window breaks, or a person falls the same way every time. In a PhysX-enabled football sports game, however, the angle and velocity of the impact is calculated by the GPU to generate a real-time response that is different every time.
The technology was meant to run on the GPU, according to Jon Peddie, whose firm tracks developments in the graphics chip industry. "It's a GPU thing, and the fact that EA and Take-Two are coming out (with support) gives you a clue why," Peddie said. "This really is a significant event," he said, "enabling the GPU to do physics."
Ujesh Desai, VP of product marketing at Nvidia, discusses physics strategy
(Credit: Brooke Crothers)Ageia's secret sauce is its physics libraries, which are supported on Microsoft's Xbox, Sony's PlayStation 3, Nintendo's Wii, as well as on the CPU and Ageia's own PPU (physics processing unit), Ujesh Desai, vice president of product marketing at Nvidia, said in an interview last week. "It's a very open platform. Something game developers really liked, which is why a lot of game developers adopted it," he said.
The launch pad for Ageia on the PC is Nvidia's CUDA, or Compute Unified Device Architecture. CUDA already has a large installed base of GPUs that can run a C program, "which is what PhysX is," Desai said. "We bought Ageia, (and) they ported their PhysX API to our GPU, using our C compiler on top of CUDA. So now there are 100 million GeForce (chips) out there that can do PhysX processing."
And PhysX-enabled games will offer much greater realism. "Today, the way they do sports games is motion capture. They capture the different animation--running, falling," Desai said. "What you realize is that for the first 5 to 10 minutes of the game (or movie), it looks believable, but after you play for a while, you realize, wait a minute, every time he falls, he falls the same way. Every time I make that tackle, it looks the same."
The game Backbreaker uses PhysX. "They're calculating those tackles in real time, based on how the body interacts and the body mechanics interact. So no two tackles are the same," according to Desai. Another game, Mirror's Edge, is coming out in January from a company called Dice. The PC version will have PhysX in it, according to Desai.
"Ageia changed the rules on this," Peddie said. "It's much, much more realistic."
Ageia's physics was originally done on an Ageia Physics Processing Unit, Peddie said. "This was the only way to make it work. But now this capability (software) has been ported to Nvidia GPUs, and this can be done on Nvidia silicon," he said.
Physics can also be used to make things look more photo-realistic. "In today's games, cloth and hair look very fake because you don't have the right physical properties," Desai said. But with PhysX, "all these things can be physically simulated."
Unreal Tournament 3, a la PhysX.
(Credit: Nvidia)Havok--the company Intel acquired--was the first to introduce physics into games and bring out a physics library. Havok's physics has been run on the CPU in a time-scheduled way, Peddie said. "Because of that, there weren't many CPU resources to really do a great job on the physics," he said. "Nothing would really happen. What happened, at most, is that you would hit this thing (a window or a wall, for example), and it would apply a decal to indicate that there was some change in it. It's not very realistic."
AMD, for its part, will pursue a balanced platform. "The GPU is a great place to do processing. We'll do the offloading (to the GPU), where it makes sense," said Korhan Erenben, product marketing manager at AMD Graphics Products Group. "(But) we are aligned with Havok, in terms of working on a future direction of physics. Right now, it is on the CPU, and we think that serves the broad installed base. Taking it to the next step would be to have a capability on the GPU--where and when it makes sense."
Physics is better on GPUs
Peddie explained why physics is more suited for the GPU than the CPU. GPUs today typically have hundreds of processors that are good at doing many things in parallel. "If you have threads or processes that can be run simultaneously, (and) if you have processors available to deal with each one of those threads, then you can get your results a lot sooner," he said.
He described a technique called Same Instruction Multiple Data (SIMD). "The same instruction is the physics equation. Things fall toward Earth all the time. And the multiple data will be what the things are. It might be a rock, might be a person, might be the wheel of a car. You have to be able to process this stuff and have it behave in a realistic fashion. To do that, you have to process it very quickly," Peddie said. "The advantage that GPUs bring is that they have this humongous number of processors. Certainly as good as the (Intel) 486 ever was. So they're really good processors, and you've got hundreds of them literally inside the GPU."
There will be challenges for users, however. "The tricky part is, why would I want to take one graphics card and spend $500 on it, and then not use it for graphics but rather use it for physics?" he said. "The answer is, of course, I wouldn't."
Peddie suggested that a gamer might use the really good card for physics and employ the old card "that you got last year" for graphics, assuming that there are enough slots in the PC.
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