Q&A: Epic Games' Tim Sweeney on Ageia PhysX
Overview
Date: Mar 08, 2005
Original URL: http://www.gamespot.com/news/2005/03/08/news_6119896.html
Synopsis: Is the physics processing unit going to be as important as the CPU and the GPU? PPU manufacturer Ageia has Epic Games convinced, and Tim Sweeney tells us why.
If semiconductor company Ageia has its way, the PPU (physics processing unit)
will soon join the CPU and GPU as another hardware component that has a major
effect on gaming performance. Current CPUs are only powerful enough to support
30 to 40 physical objects that you can interact with onscreen, but systems with
a PPU add-in card will be able to support more than 30,000 objects on
screen.
Ageia promises to bring a new level of physics to games with its PhysX processor,
and the company has the game developer support to do it. Epic Games, the creator
of the hugely popular Unreal first-person shooter series, has chosen Ageia's
NovodeX physics middleware solution for Unreal Engine 3.
We caught up with Epic Games CEO and founder Tim Sweeney to find out what he
thinks the dedicated hardware physics processing will do for gaming.
Questions
James Yu:
How did you react when you first saw the Ageia PPU? Would you say that the PhysX
chip will bring on a new physics revolution in gaming similar to the 3D
revolution sparked by 3dfx in the 1990s?
Tim Sweeney: It's very clearly an idea whose time has come. In games, software-based rigid body dynamics physics has been in use for about five years. It also took about five years from the release of the first realistic 3D games (Wolfenstein 3D and Doom) to the first truly great 3D accelerator, the 3dfx Voodoo1. This is about the time that an industry-changing idea takes from first implementation to industrywide change including hardware adoption. Physics and graphics are both areas where dedicated hardware can exploit the problem domain's underlying parallelism to deliver far more performance than a sequential CPU.
James Yu:
Can you give examples of how a game might be able to increase realism with the
help of a PPU?
Tim Sweeney:
When people talk about physics in recent games, they mostly think of Unreal
Tournament 2004's vehicles or Half-Life 2's dynamic objects. There, you have 10
or perhaps 100 big objects interacting physically in an otherwise static
environment. Knocking chairs and tables around is fun, but that's hardly the
apex of physics simulation.
The next steps are realistic dynamic environments, fluid simulation,
large-scale particle simulation, and other very large-scale physical phenomenon.
If you look at a modern action or sci-fi movie, and what's possible with the
non-real-time computer graphics effects there, it's clear that major new physics
innovations will be introduced into gaming as hardware performance increases
10x, 100x, and more.
James Yu:
Do you see any limitations in what the PPU can accomplish due to overhead issues
associated with offloading work and transferring it across the system bus?
Tim Sweeney: The computations driving physics simulation and collision detection make use of a large amount of static data that needs to be uploaded to the hardware once, and a smaller amount of dynamic data that needs to be transferred per frame. This is the same usage pattern as a modern GPU, where huge textures and vertex buffers change infrequently, while the smaller rendering commands need to be sent each frame. The PPU or GPU then expends an enormous amount of parallel computing power in computing the result, but the result itself is fairly compact. A GPU's frame buffer is a few megabytes, and a PPU's result matrices will be similarly compact. So, the PCI Express or even PCI bus will be plenty fast to accommodate the required traffic.
James Yu:
How long do you think it will take for developers to release games that will
look and play significantly better on a PPU-enabled PC system?
Tim Sweeney:
As with any new technology, there will be early games available that add
hardware physics support into a mostly finished game design. That's the first
stage, and it will give gamers the first hardware-accelerated physics support
right away.
The later revolution will be in next-generation games designed with large-scale
physics from the very beginning. PhysX will make that possible on the PC, while
other innovations will make large-scale physics possible on next-generation game
consoles. There is a great deal of synergy there, with Ageia's physics engine
providing a great hardware-accelerated solution on PC (with a software physics
fallback for reduced detail) and also addressing the needs of the future
consoles.
James Yu:
How will Epic's Unreal Engine 3 incorporate Ageia's technology?
Tim Sweeney: We've been collaborating with Ageia since their inception, and Unreal Engine 3 thoroughly exploits the Novodex physics API; when the first Unreal Engine 3-based games begin shipping in early 2006, they will really up gamers' expectations. The combination of next-generation graphics, next-generation physics, and content-rich games goes way beyond current games, both qualitatively and quantitatively.
