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22
Computer
Published by the IEEE Computer Society
T E C H N O L O G Y N E W S
T
he trend in computer gam-
ing is always to provide
higher performance and
more realistic effects. Real-
ism is important, said Rob
Enderle, principal analyst with the
Enderle Group, a market research
firm, “whether it’s allowing objects
like grass and water to behave prop-
erly or cause-and-effect sequences to
look real.”
Gamers want large and small de-
tails to be more realistic, whether
it’s characters’ clothes moving natu-
rally with the wind, or explosions
causing appropriate amounts of
damage or debris. This greatly en-
hances the gaming experience,
Enderle explained.
However, even the best of today’s
games don’t look all that realistic.
With this in mind, graphics-engine
vendors are looking for ways to im-
prove the processing of the calcula-
tions necessary to create more
realistic effects and interactions be-
tween players and game objects.
These calculations simulate real-
world physical events and utilize the
same type of mathematics used in
areas such as classical physics, fluid
mechanics, and ballistics physics.
Until recently, CPUs running graph-
ics-processing-engine software have
performed the limited physics pro-
cessing needed for computer games.
Graphics-processing units (GPUs)
handle the work necessary to actually
render the images themselves.
However, Enderle noted, today’s
complex game-physics processing
entails many real-time calculations
and thus is too resource intensive
for CPUs.
Vendors are, therefore, turning to
new approaches. Ageia has developed
a stand-alone physics processing unit
(PPU), while GPU market leaders ATI
and Nvidia are using new physics en-
gines that run on their chips.
These approaches use massively
parallel architectures, thereby im-
proving physics-processing perfor-
mance.
However, they also add cost to
gaming systems and face other bar-
riers to adoption.
LET’S GET PHYSICAL
“Nvidia released the first GPU in
April 2000,” said Jon Peddie, presi-
dent of Jon Peddie Research, a mar-
ket analysis firm.
Companies developed GPUs be-
cause graphics processing differs
from standard data handling, par-
ticularly because the volume of in-
formation that must be handled
quickly by today’s applications re-
quires a massively parallel approach
that CPUs can’t offer, explained Raja
Koduri, ATI’s director of engineer-
ing. For example, he said, ATI’s
X1900 GPU has 48 arithmetic
logic units dedicated to parallel pixel
processing.
Gaming has become so popular
that GPU sales have risen steadily in
recent years. Between 2004 and
2008, the number of shipments of
GPUs and integrated chipsets that
include GPUs will increase from
240.1 million to 334 million, as
Figure 1 shows, with the resulting
revenue growing from $5.2 billion
to $8.1 billion, predicted analyst
Dean McCarron with Mercury
Research, a market analysis firm.
The current approach in which
CPUs handle physics limits the real-
ism of effects in today’s complex
games, as well as the ability of play-
ers to interact with multiple objects
in a scene. Thus, vendors are turn-
ing to physics schemes that imple-
ment parallelism.
In addition to adding a physics en-
gine, the new approaches change the
nature of communications within
graphics systems. The traditional
GPU-based scheme requires a sim-
ple data exchange in which the CPU
tells the GPU what to render, said
Jason Gripp, physics-engine pro-
grammer for S2 Games.
Physics processing, on the other
hand, requires more complex com-
munications. In this case, a physics en-
gine calculates the necessary realistic
response to an event in a game, such as
an explosion, and sends the informa-
tion to the CPU. The CPU then com-
municates with the GPU, which
renders the scene appropriately.
Ageia’s PPU
Ageia—a vendor of physics-accel-
eration hardware—makes the
PhysX PPU. “It is a true dedicated
hardware accelerator for physics
problems. It offloads the work from
Vendors Upgrade
Their Physics
Processing to
Improve Gaming
David Geer

Page 2
August 2006
23
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.
Nvidia’s GPU-based approach
Nvidia uses Havok’s FX physics
engine to process physics on one or
more Nvidia GPUs that are all on the
same add-in board, said Chris Seitz,
the company’s developer account
Source: Mercury Research
0
100
200
300
400
2004
2005
2006
Year
2007
2008
Units shipped (millions )
Figure 1.Largely because of gaming’s growing popularity,sales of graphics process-
ing units have increased steadily during the last few years and are predicted to con-
tinue doing so.

Page 3
24
Computer
T E C H N O L O G Y N E W S
The GPUs have a dedicated
branch execution unit and use PCI
Express to provide high-bandwidth
connections to the CPU and other
graphics cards.
ATI’s technology enables up to
three add-in cards with GPUs to split
up physics and rendering duties.
The company offers an API that
programmers can use to write
physics code for their games.
Games that support ATI’s system
include Alone in the Dark and
Hellgate: London.
IN THE MARKETPLACE
Ageia’s PhysX uses a PCI slot,
rather than the PCI Express slot that
Nvidia’s and ATI’s approaches use,
according to Enderle. PCs generally
have more PCI slots available, so
this gives PhysX a competitive ad-
vantage, he said.
In addition, he noted, PhysX of-
fers higher performance than GPU-
which are not designed for physics
processing, is less expensive but of-
fers less performance than using a
dedicated PPU.
Thus, Nvidia’s approach is best
for users who will need less-
complex physics processing, said
Enderle.
Games that support Nvidia’s sys-
tem include Eden Games’ Alone in
the Dark and Flagship Studios’
Hellgate: London.
ATI’s GPU-based approach
ATI’s approach works with
Havok’s FX engine and an add-in
card with either one ATI GPU, a
card with multiple GPUs, or multi-
ple cards that each has more than
one GPU.
ATI uses the massively parallel
pixel-processing portion of its GPUs
to run the Havok FX engine, ac-
cording to Raja Koduri, the com-
pany’s director of engineering.
based approaches and works with
any graphics chip manufacturer’s
hardware.
According to Enderle, Ageia could
dominate the market if it can get
motherboard makers to build PhysX
into their products. PCI buses,
which the PhysX uses, tend to get
saturated and cause data-transmis-
sion delays. Therefore, placing the
PhysX on the motherboard would
enable other ways to link the chips
into the graphics system and thereby
reduce the latency, he explained.
However, Enderle added, ATI and
Nvidia may have an advantage over
Ageia because they have more
money to spend on development and
marketing, which can be critical to
commercial success.
Several other factors might affect
how the new physics approaches
fare with consumers.
For example, Havok’s Yates said,
many consumers might not want to
spend money on a physics-only ap-
proach such as Ageia’s when they
could use less-expensive schemes
that handle physics, rendering, and
other graphics functions.
T
he new physics-processing ap-
proaches add cost to gaming
systems, frequently necessitate
the upgrade of other hardware, and
tax the CPU and GPU because of the
additional data exchange and pro-
cessing they entail. This could delay
their widespread adoption.
And, said Enderle, “Until there
are games that use the new physics
approaches, demand will be limited.
This kind of thing could gain
ground as compelling games come
to market.”
David Geer is a freelance technology
journalist based in Ashtabula, Ohio. Con-
tact him at david@geercom.com.
Editor: Lee Garber, Computer,
l.garber@computer.org
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