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Havok Sounds Off On Ghost Recon AGEIA Physics - TechAmok
Havok Sounds Off On Ghost Recon AGEIA Physics - [gaming] 05:53 PM EDT - May,03 2006 - post a comment Game physics software engine company
Havok has
decided to go on the offensive and take on some claims on the newly released
PC version of Ghost Recon Advanced Warfighter, which is the first game to
support the AGEIA physics processor. Here is some statements Havok sent over:
- Havok Physics (on the CPU) is used for all game-play physics in both the
multiplayer and single-player PC versions of the game. All persistent
collidable objects in the game are simulated using Havok software technology
running on the CPU.
- Havok's logo is on the GRAW PC box, substantiating Havok's use in the game
(confirmed by Ubisoft marketing). Havok was also used in recent GRAW releases
including Xbox360, Xbox, and PS2 skus.
- AGEIA Novodex is said to be used in the single-player GRAW version for
added PPU-accelerated effects - at the most AGEIA appears to be used for
particle effects - and in no-way affects game-play outcome. AGEIA is NOT used
in any way in any GRAW sku other than the PC.
- From our inspection, differential effects in the GRAW PC game when using
the PPU are not significantly obvious - but where they can be observed,
additional particles do not appear in volumes greater than 100's of particles
(a range that is typically easily in the domain of the CPU/GPU for particles).
These observed particle effects are also only particles and not apparently
persistent rigid bodies. They pass through the environment after a short time
(seconds) at most.User comments back this up: "…to be honest it looks exactly
same with the PPU as it does without it, the only difference is you get the
extra blocks/debris, the strange thing is these extra blocks/debris seem to
appear unrealistically out of no where when you shot things like the wall,
floor etc, it really is like they've just been tacked on just to say *this
game supports PhysX*."
- Consumer reports from users who already have purchased the PPU and GRAW
indicate that the PPU "actually slows down the game" in moments when effects
are generated that are unique to the PPU. The effects described above appear
to be the cause of the slow down - our observations here using a DELL/PPU
confirm this. Also see
here. One user comments states: "10-16 FPS slower with hardware PPU, I
guess I need another GPU (SLI) to help render the added debris and effects I
get from using the PPU, the price of PC gaming just went up again :-(, I can't
believe that I have to disable the hardware PhysX card I just paid 200 quid
for so that I can play GRAW at an acceptable FPS, to be honest I just feel
like giving up on PC gaming these days."
- AGEIA appears to imply and consumers conjecture that the PPU is generating
so many objects that the GPU cannot handle the load. Multiple direct tests on
the game by using NVIDIA's and ATI GPUs indicate the GPU has room to spare and
in fact, if the PPU is factored out of the game, that the particle content
generated by the PPU can easily be drawn at full game speeds by the GPU. So
the introduction of the PPU most certainly appears to be the cause of the slow
down in this case. NVIDIA specifically can technically verify that the GPU is
not the cause of the slowdown.
We should stress that Havok is supportive of efforts like GRAW and Ubisoft specifically is a valued and strong business partner. More generally, Havok is a strong supporter of the PC development community with over 38 titles shipped to date on the PC using Havok technology. Havok is very enthusiastic about the prospect of additional acceleration for physics in PC games
- specifically coming from multi-core CPUs and GPUs - both dual configurations and cutting edge GPUs targeting both graphics and "GP-GPU" applications.
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