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| [Mar 20, 2006, 09:53 am ET] - Share - Viewing Comments |
NVIDIA and Havok
Demonstrate World's First GPU-Powered Game Physics Solution at Game Developer's
Conference announces plans for Havok physics support in upcoming NVIDIA
accelerators: SANTA CLARA, Calif., March 20 /PRNewswire-FirstCall/ --
NVIDIA Corporation (Nasdaq: NVDA - News), the worldwide leader in programmable
graphics processor technologies, and Havok, the game industry's leading supplier
of cross- platform middleware, will be demonstrating a physics effects solution
that runs completely on a graphics processing unit (GPU) -- an industry first --
at this year's Game Developer Conference (GDC) in San Jose, California (March
21st through 24th).
The result of an ongoing engineering collaboration between Havok and NVIDIA,
this new software product from Havok -- called Havok FX(TM) -- enables the
simulation of dramatically-detailed physical phenomena in PC games, when powered
by GPUs such as NVIDIA GeForceŽ7 or 6 Series GPUs and further amplified with
NVIDIA SLI multi-GPU technology. The Havok FX product is currently in early
release to select developers and is expected to be available this
summer.
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Re: This could help PhysX |
Mar 21, 2006, 01:29 |
Shadowcat |
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I have news for you, GPU's have supported fluid and cloth simulation since before PPU's were a gleam in someone's eye. If by "support" you mean "can draw polygons for", then this is correct.
The pages you refer to are circa GDC 2003. If you think that the Ageia folks only began to contemplate this stuff sometime in the last three or four years, you're nuts.
Hell, even I was thinking about dedicated physics hardware back when I got a Voodoo 2, and I can assure you that there was no shader languages or fragment programs running on that thing.
I remember that a friend of mine assured me at the time that what with the relentless progress of CPUs, and the additional I/O issues inherent in moving such operations to an external card, dedicated physics processors would never happen
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