Didn't know where else to put this, and with all the PPU talk in the Video forum I figured this was the best place to place this:
http://www.pcper.com/article.php?aid=225
A quote form the article:
Ageia are talking about they have: "They claim to have nearly two terabits per second (2 Tbits/s) of internal memory bandwidth to work with, many times more than even the fastest processors or GPUs available today."
Terra - The race is on
http://www.pcper.com/article.php?aid=225
A quote form the article:
The GPU debate is much more heated, especially since NVIDIAs announcement of a partnership with Havok FX just a couple of days ago. AGEIA claims that the requirements for graphics and physics processing differ in fundamental ways that cannot be overlooked or bypassed no matter the software implementation a GPU vendor takes.
First, GPUs do not have enough internal memory bandwidth with their limited texture cache link. Because pixel shading has become more dominant in games that texture shading (which accesses memory), the bandwidth increases on GPUs have not moved up enough to match what AGEIA claims to have and what they claim is required. This will negatively affect the scale that a GPU can address in physics calculations as the number of entities it can store and access simultaneously is diminished.
The lack of a real write-back method on the GPU is also going to hurt it in the world of physics processing for sure. Since pixel shaders are read-only devices, they can not write back results that would change the state of other objects in the "world", a necessary feature for a solid physics engine on all four counts.
AGEIA also claims that since the API for a graphics card is going through Direct3D and any software that does physics calculations on the GPU is forced to "map" the physics language to the pixel processing language, there is additional overhead. The ability to easily map physics code to a physics pipelines will increase speed and lessen complexity on the software back end system.
Because of these limitations, the physical simulations that are possible on a GPU are limited mainly to eye candy and special effects. And actually, NVIDIA didnt try to deny this fact during our briefing on SLI Physics, so it makes a lot of sense. However, AGEIA doesnt want to just bring eye candy to games, they want to change the way games are made and played from the ground up. Of course, they will also be starting with the eye candy features as well, but whos counting? So while AGEIA admits that the NVIDIA and Havok FX announcement will probably be able to produce some simple collisions between particles and static geometry in an "acceptable" manner, they will in no way be able to scale the way the PhysX will.
Ageia are talking about they have: "They claim to have nearly two terabits per second (2 Tbits/s) of internal memory bandwidth to work with, many times more than even the fastest processors or GPUs available today."
Terra - The race is on