Is Ageia's PhysX Failing?

PhysX Only Might Not Be Enough

Hopes have been high for the solution from Ageia, and at the Game Developer's Conference (GDC) this year many people were excited about the prospects of more physics and effects in their games. Although there was (and still is) a limited number of software titles that can utilize the Physics Processing Unit (PPU), the hope of seeing more titles emerge at E3 was crushed, as there were only patches to some games and a general lack of new content.

Recently we have been getting more glimpses at GPU-accelerated physics, and it raises doubts about Ageia in both the long and short run. Both Nvidia and ATI have been working with Havok, a company which you might have heard of. Havok has been developing and implementing game development tools and engines; its product list includes gameplay physics engines with multi-core and multi-thread support. Now it also has an effects physics engine called Havok FX, which is being used by ATI and Nvidia for their effects physics hardware acceleration.

Since the previous article covering the Ageia PhysX processor we have continued our work in the labs to get a better handle on what this hardware can do. There are two titles in development that will utilize the PhysX hardware, both from Immersion Games: Cell Factor Combat Training and Monster Madness. While we don't have a copy of Monster Madness, the Cell Factor demo has been available for some time. We are not positive if Artificial Studios will require a PPU when the games are released; the Cell Factor demo currently requires it, but does it really need it, technically? With some creative help from the gaming community, we tested the game with and without acceleration by the PhysX processor. As you will see, the results are very interesting.

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