manager. With multiple GPUs, one
chip can handle physics processing,
while the rest perform graphics pro-
cessing, or all the chips can share
graphics and physics processing.
The system works with Nvidia’s
SLI technology, which runs on its
own add-in card or cards and en-
ables multiple GPUs to work in tan-
dem to perform a task, such as
rendering or physics processing.
Havok’s FX engine handles effects
physics, according to Jeff Yates, the
company’s vice president of product
management. Effects physics creates
a richer, more immersive environ-
ment but doesn’t currently affect
game-playing activities.
In the system, the CPU does only
the processing necessary to deter-
mine which game objects are going
to move or hit one another. It then
passes this information to the GPU,
which does the rendering.
The system has been optimized
to create complex, highly detailed
shapes efficiently and quickly, ac-
cording to Nvidia spokesperson
Brian Burke.
According to Peddie, adding
physics engines to existing GPUs,
the CPU, which enhances perfor-
mance,” noted Peddie.
According to Ageia chair and
CEO Manju Hegde, his company’s
multichip approach works as fol-
lows: “The CPU thinks and orches-
trates, the GPU renders and
displays, and the PPU moves and in-
teracts.” In other words, the PPU
performs the physics processing nec-
essary to determine how to move the
objects that will be subsequently
rendered by the GPU.
The PhysX uses parallel process-
ing across 48 pipes—about four
times as many as a GPU—and sev-
eral dozen cores within the chip.
(Ageia declined to say exactly how
many cores the chip has.) Each core
is dedicated to a different type of
physics calculation, such as ballistics
physics for gunfire or fluid mechan-
ics for liquid movement.
The PhysX has several high-speed
buses that provide about 2 Tbits per
second of bandwidth. This lets the
cores exchange calculation results
quickly. The cores must share infor-
mation because in game physics,
Hegde noted, the input of one equa-
tion frequently requires the output
of another.
For example, if a player tries to
use a cannon to damage a dam so
that water will inundate an enemy
village, the system must use the cal-
culations of the cannon shot to fig-
ure out the shell’s trajectory, which
would affect the resulting damage to
the dam. This will determine how
the escaping water would flow.
In GPUs, Hegde noted, vendors
didn’t design the pipes to communi-
cate with one another, as basic graph-
ics processing doesn’t require this.
The PhysX is implemented as part
of a PCI card and will work with
any graphics-chip manufacturer’s
hardware, communicating with the
CPU via the PCI bus.
The company has released a
PhysX software development kit for
game designers.
PPUs are good for complex games
whose effects and interactivity entail
a lot of physics. However, their op-
erations are so complex, they may
take considerable time to process
games that don’t require extensive
physics calculations, noted Enderle.
The PhysX’s principal disadvan-
tages include the $300 cost, which
might be too much for non-enthusi-
asts, and the current lack of support-
ing content, according to Enderle.
Current titles supporting the
PhysX include CellFactor: Combat
Training from Artificial Studios,
Tom Clancy’s Ghost Recon Ad-
vanced Warfighter from Ubisoft
Entertainment, Rise of Nations: Rise
of Legends from Microsoft Game
Studios, and City of Villains from
NCsoft. However, 65 game publish-
ers are currently working on 105
games that will support the PhysX.
The PPU is now in some Dell desk-
top computers and will soon be in
gaming machines by Alienware and
Falcon Northwest.