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The cake may be a lie, but Gabe's frustrations with discrete physics are no joke. “[With the introduction of multi-core CPUs] performance and scaling has stopped being a hardware problem and instead it’s been turned into a software problem. That’s bad news for us, software guys – but for hardware it’s good news, because it shifts the value proposition towards software developers. What it also means is clock rates will stay pretty much the same, but the number of execution units you have is going to explode. The good news is that we’re going to spend an era of growing linearly for a while, so transistor budgets will translate directly to improvements,” said Mr. Newell in an interview with Next Generation web-site. Currently central processing units (CPUs) have up to four processing engines, whereas graphics processing units (GPUs) can feature tens or even hundreds of execution engines, meaning that GPUs are better prepared to the new programming paradigm, which involves tens and hundreds of threads. Still, considering that Intel Corp. can is working on high-performance microprocessors with eight and more engines, application-specific accelerators and other ways to improve their capabilities, Valve still does not make any final judgments whether general purpose computing on GPUs or CPUs will take the lead eventually." ![]() When it comes to PhysX I myself was never totally sold. The main problem being that it never really had a chance to become a necessity and popular before the rise of multicores. Had UT3 been out last year, and other games taking advantage of it before everyone made the jump to AM2 and Core 2 Duo it may have become more popular. Of course much of the physics in a game can be off loaded to other cores, as it seems Valve is doing on Episode 2. It all looks pretty, but until there is a killer app, its just not going to sell. As far as the PS3, programing for it may not be a piece of cake, but by no means is it on par with PhysX yet in this writers opinion. There are too many killer titles on the way, so obviously some people code for it just fine. Plus you toss in a fully functional Blu-Ray player and its still a very popular choice. Source @ X-bit Labs |




User Comments
Yea SO MANY TITLES! I wonder how long it took for devs to learn how to code on the ps3 and how they will feel next gen when all of that wasted time goes out the window
"wow this guys a tool. Is there anything he doesn't hate? No wonder steam blows so much"
Yea PHYSX and PS3, I wonder which of those two things he hates and will never program on made your fanyboy heart stop
The real reason you didn't buy an Ageia PhysX card is because it was $300 of useless trash. It actually SLOWED DOWN games it was supposed to help. In the near future, you will see physics processors on the GPU or the CPU, an extra card dedicated to physics was useless a year ago, and is still useless today. Unreal 3 isn't a swinging point, it's still useless.
As far as the PS3 is concered, Gabe Newell is spot on. Programming for the system is incredibly difficult just to even approach the performance reached by Microsoft's 360. The mass announcement of games early on was a reaction to the PS2s marketshare. Right now, the PS3 isn't showing signs of market control and Developers are losing the incentive to spend time and resources programming for Cell.
Jason Krueger needs to be informed before making such statements, I should apply for a News position after this mess.
PhysX was never going take off right from the start. If your average consumer won't spend more than 100 bucks on a videocard, there's no market for an $300 add-on card that may or may not even improve one or two of your games.
Gabe can say whatever the heck he wants, he'd be a tool if he didn't voice his opinions so honestly.
Gabe is the man, a large man, but a great man.
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