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FPSLabs Home: Discussion With AGEIA

By: Stu Grubbs - Published November 20, 2006 at 5:05 AM EST - Writer Archive
Recently, Thomas and I had the chance to sit down with the CEO of AGEIA, Manju Hedge, and discuss the state of affairs in the physics industry. We asked the tough questions and AGEIA had some great answers.


AGEIA is a company that, over the course of the last two years, has gone from a virtual nobody to one of the front runners in the hardware world. They have accomplished this task thanks in no small part to their one-of-a-kind physics processing unit (PPU). The PhysX PPU is, by all accounts, a technological marvel. However, what use is the cutting-edge technology when it can't really be used to its utmost? AGEIA's CEO Manju Hedge sat down with us to answer this question and more.

After the conversation, Thomas and I were pretty impressed with what AGEIA had to say. So much so that we couldn't just let the other write the article. Hence, we will both be writing this article, which is an overview of our conversation, and providing you with the latest information from the first and only physics hardware company.

New Features
First, I want to tell you a little bit about AGEIA's latest advancement in their physics engine. This update is SDK version 2.6 and includes a plethora of new and exciting physics capabilities. These features range from the deformable metals, impact retention, self-collision prevention, Vista and Linux support, and more optimizations of existing features. I was actually able to see a demonstration of some of these new features while I was in New York for the DigitalLife event. Allow me to break this down by feature:

Deformable Metals

This is a revolutionary feature in physics. This is not a texture based, rendered deformation, but a complete deformation of the object/wireframe itself. For example, in Counter-Strike: Source you can shoot at barrels and rendered debris will fall from it. In addition, marks will be left from each bullet impact. These marks, however, are merely a change in texture, or the image layered on top of the barrel object. Using extreme detail and a bit of light magic, this can appear as 3D and give the illusion that the barrel is actually deformed. The problem lies in the fact that this can only remain for so long. These "decals", the bullet holes, have to be tracked and recorded, but once a certain number are created, they start disappearing in the order at which they appeared.

Here is where deformable metals completely changes the way we interact with the environment. Now these barrels actually deform before your very eyes. No decals or texture manipulations are necessary.
You may remember that I posted a demonstration video that I received from AGEIA. Click here to view that now. As you watch the video, note how the barrels are hitting each other and the objects around them and deforming accordingly. However, one thing to note is that there is no end to the deformations. Most games will start deleting decals when you reach about 100. However, while at the AGEIA booth, I created an infinite number of deformations to the barrels, a car object, and several other demonstrations. Not once did any of these objects snap back into place after creating a deformation elsewhere. This is because of the fact there is a dedicated processor in charge of not only calculating the deformations, but keeping track and calculating further deformations. It truly is an amazing feature. Now you may complain that the objects in the demonstration deformed too easily. Well, the AGEIA staff showed me specifically that a developer using the SDK can actually change the density, metal strength, and other variables to be able to simulate the entire metal spectrum.

This kind of calculation can only be handled when offloaded to a PhysX processor. Pretty Amazing.

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User Comments

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good read, although i don't think Ageia wil go mainstream anytime soon
2
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Good read. I like the whole PhysX cards, but I think Ageia or Havok need to buy the other out so they can combine efforts. (I am sure majority of games I have played use Havok)

If they were to work together then it would be worth it to drop $200 on a PhysX card because more then 5 games will support it.
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I know of a guy doing some mapping for the Cell Factor game. It does some crazy stuff.
Its a piece of cake to bake a pretty cake.
4
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not a bad piece in terms of information about the product, but at it's core, just another 3 page ad by gotfrag hardware -_-
5
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thanks #4!
FPSLabs - Managing Editor - http://www.fpslabs.com - #fpslabs @ gamesurge
6
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Makes me wish I had a job to pay for games and hardware. Then I realise I can just sit at home and do nothing. And it makes me glad.
7
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sorry dont buy it, quad core cpus have more than enough power to dedicate a core to physics alone. Alan wake does it, in future we will have 8+ cores no need for an extra card
8
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this fits with the killer nic card... price:performance ratio is far from appealing...
[b]Mixing up some Lmaonade![/b]
9
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Actually with physics the performance is there. Problem is not many games/apps are taking full use of it yet.
Senior Editor - http://www.fpslabs.com
10
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its great and all but it will only advance to a certain point where the player will eventually forget about the amazing graphics and worry about the actual gameplay

for example, a person dies from a hs in source. person flies away pretty far and in a different position each time that happens. do people at cpl/home look at that? or do they change views and look at how the other players are going? (hope i got it across cause my english is pretty bad)
11
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mmmm hott.
Please idle #syncline

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