Took a long look at this with graw with a buddy at a PC mag lab.
After the initial 'cool idea' wore off, I thought about the viability of this product (and company) in the long run. My conclusion: DOA, for all intents. This will go the same way as sound cards, only in the blink of an eye in temporal terms. Just look at the trend in modern game engines to do sound 'rendering' in software instead of requiring hardware for effects, and look at the soundcard market - it's dying on the vine.
My reasons for thinking that the PhysX card is in the same boat with a bigger hole in the bottom are:
1) CPU/GPU processing power are increasing at an incredible rate. With multi-core/card systems becoming more commonplace, there will be plenty of free cycles to do processing such as sound and physics. Chip design progress is fueled by large competitive companies in the GPU world. We'll likely see the same PPU core chip on the physics board for quite some time, while CPU and GPU cores move further and further up the performance curve.
2) Proprietary hardware (and arguably software.) Almost always a nail or two in the coffin. Software and APIs already exist to do general purpose computing with the GPU, such as Brook, etc., and have been available for a few years. Havok, or any other physics engine builder, can use these tools to dramatically enhance the performance and capabilities of their products using commoditized hardware (and software). And if an engine builder is intelligent (most are), the physics hooks in the engine will abstract the underlying architecture, allowing, say, Unreal to switch from proprietary solutions like PhysX to open solutions like GPU physics very quickly and at minimal expense. If you can't offer an extremely high value of features, functionality, and performance compared to other solutions, and you are marketing a proprietary, niche product, your product is doomed.
3) $300US for slower framerates? Enough said on this already.
Just my opinions, of course, your thoughts?
After the initial 'cool idea' wore off, I thought about the viability of this product (and company) in the long run. My conclusion: DOA, for all intents. This will go the same way as sound cards, only in the blink of an eye in temporal terms. Just look at the trend in modern game engines to do sound 'rendering' in software instead of requiring hardware for effects, and look at the soundcard market - it's dying on the vine.
My reasons for thinking that the PhysX card is in the same boat with a bigger hole in the bottom are:
1) CPU/GPU processing power are increasing at an incredible rate. With multi-core/card systems becoming more commonplace, there will be plenty of free cycles to do processing such as sound and physics. Chip design progress is fueled by large competitive companies in the GPU world. We'll likely see the same PPU core chip on the physics board for quite some time, while CPU and GPU cores move further and further up the performance curve.
2) Proprietary hardware (and arguably software.) Almost always a nail or two in the coffin. Software and APIs already exist to do general purpose computing with the GPU, such as Brook, etc., and have been available for a few years. Havok, or any other physics engine builder, can use these tools to dramatically enhance the performance and capabilities of their products using commoditized hardware (and software). And if an engine builder is intelligent (most are), the physics hooks in the engine will abstract the underlying architecture, allowing, say, Unreal to switch from proprietary solutions like PhysX to open solutions like GPU physics very quickly and at minimal expense. If you can't offer an extremely high value of features, functionality, and performance compared to other solutions, and you are marketing a proprietary, niche product, your product is doomed.
3) $300US for slower framerates? Enough said on this already.
Just my opinions, of course, your thoughts?