AGEIA Responds To ATI's Triple Play
June 9, 2006 6:00 AM
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No games are being announced that supports ATI's method, says AGEIA
Earlier this week at Computex,
reported that ATI officially announces its solution to physics processing. Called Triple Play,
ATI's solution depends on three Radeon X1K series cards
, two of which operate in CrossFire mode while a third card is configured for physics processing. The Triple Play solution, says ATI, uses the raw gigaflop performance of the Radeon X1K series to process physics, but users are concerned at the approach. The fact that customers are forced to buy three ATI boards ended up being questionable for many users as costs quickly escalate. A system with two Radeons can still use one for physics calculations, but it is no longer dubbed Triple Play.
FiringSquad this week reported a response from AGEIA which attempts to explain the lack of value in ATI's solution. According to AGEIA, measuring the performance of physics processing by simply looking at the number of gigaflops in a GPU is analogous to saying that "the more wheels I have on my car, the faster I will go." AGEIA's vice president of marketing,
Michael Steele, said to FiringSquad
Graphics processors are designed for graphics. Physics is an entirely different environment. Why would you sacrifice graphics performance for questionable physics? You’ll be hard pressed to find game developers who don’t want to use all the graphics power they can get, thus leaving very little for anything else in that chip.
“Boundless Gaming” is actually enabled by AGEIA’s Gaming Power Triangle in which the PhysX processor adds true physics to the mix instead of leaving it to a repurposed graphics processor.
AGEIA further says that developers are announcing more and more games that support its PhysX product, while no one is announcing support for ATI's method. Steele also mentioned that while he's glad that ATI has agreed that physics is important, ATI is delivering a "questionable" solution to physics processing.
Steele also emphasized that PhysX is available now while ATI's solution is not.
This article is over a month old, voting and posting comments is disabled
6/9/2006 8:09:17 AM
I agree with Targon here. Given the strength of current processors, and the move to dual core, I think it would be much more optimised for the game developers to focus on multithreading of games, maybe use one of the cores for physics calculations, etc. And maybe optimize some game code. I remember back in the day when games were made well, written in mix of assembler and C.
Sometimes I wonder if there are chunks of games written in java these days, or else the code was pumped out without any optimizations.
Of course it is easier (and smarter?) to write fat code, and then get users to shell out more money on extra hardware.
Personally I hope that these physics acceleration cards dont take off, because if they do, soon enough there will hardly be a game that wont use one.
"There's no chance that the iPhone is going to get any significant market share. No chance." -- Microsoft CEO Steve Ballmer
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