randycat99
Veteran
I'm not really understanding how "physics" has become so specialized that it "seems" so undesireable to do it on even the greatest general purpose processors (the usual suspects, that is). I think we can all agree how graphics have migrated to GPU's, but what's really so special about physics? How many people could really distinguish what is "realistic" dynamic behavior in a depiction? I frequently see cases in major movies where "credible physics" momentarily takes a backseat for no real good reason. Yet, this kind of stuff passes over people's heads just like that. [snaps fingers] So is there really a great impetus for "better physics" in games? I'm not debating if this would be a true technical improvement (because undoubtedly, it is). The question I pose is would people really notice? Could they really distinguish between "bad physics" from "good physics" or even from "average physics"? If not, then how can you really justify an extra "PPU" (presumably for "superior physics") when it is already possible to achieve "average physics" using simply a general purpose CPU that will already exist in a system?
You can add an extra spin on this idea and ask if the average person would rather have a (further) incremental increase in graphics "sparkle" or more realistic physics? I have a feeling their answer would not place as much interest in physics as we think. Why is this question significant? Naturally, if you have to budget a PPU into a system, you have to ask how much more value does it really add to the system (in the way the games will become and will people really be able to pick out the improvement) vs. why not just throw that money at more GPU-oriented refinements.
Given all that, I completely do not see what all this fuss is over having an extra PPU, when you have 1 of 3 ridiculously high-clocked PPC's to do just "better than average physics" (to pick XB2 as a console example). The only reason I could see to justify a PPU is if a general purpose CPU is simply incapable of doing the job. I think it is fairly well established that they most certainly can do the job. The real reason we don't see better physics is not because the processing resources are missing, but because the persons who "choreograph"/design/coordinate (for lack of a better term) the action that takes place in a game aren't particularly interested in realistic physics nor is the general audience particularly "informed" (in an engineering sort of manner) to appreciate if realistic physics is occuring before them or not. It may sound sad, but if it is true, then it is still moot whether it sounds sad or not.
Here's an example- when you have a prerendered car chase for a cutscene, how realistic does the dynamic behavior look? (imagine an NFS CG cutscene, as an example) For the most part, it is severely "canned" and would not pass for a movie sequence in the slightest even if the CG looked absolutely real. I suspect that most people do not even notice this. It's looks "normal" enough for them. To me, it is like watching a poorly done special effect in a movie where you actually see the "strings" (yeah, that corny).
There is no reason for this to have happened. It's prerendered- they had any amount of processing budget to invest to develop "real" trajectory paths and resolve inertial movements/rotations properly. Yet they didn't. Either it was not a great concern for whoever produced the CG cutscene and/or they thought the audience would not pick up on the "canned" motion. Given this, I have serious doubts that even if a PPU is made available as part of an architecture, it would get even paltry use to justify its presence. It's just not as great a concern as we think it is (talking about actual implementation and use, not just talking about it as a kewl thing to have), imo.
You can add an extra spin on this idea and ask if the average person would rather have a (further) incremental increase in graphics "sparkle" or more realistic physics? I have a feeling their answer would not place as much interest in physics as we think. Why is this question significant? Naturally, if you have to budget a PPU into a system, you have to ask how much more value does it really add to the system (in the way the games will become and will people really be able to pick out the improvement) vs. why not just throw that money at more GPU-oriented refinements.
Given all that, I completely do not see what all this fuss is over having an extra PPU, when you have 1 of 3 ridiculously high-clocked PPC's to do just "better than average physics" (to pick XB2 as a console example). The only reason I could see to justify a PPU is if a general purpose CPU is simply incapable of doing the job. I think it is fairly well established that they most certainly can do the job. The real reason we don't see better physics is not because the processing resources are missing, but because the persons who "choreograph"/design/coordinate (for lack of a better term) the action that takes place in a game aren't particularly interested in realistic physics nor is the general audience particularly "informed" (in an engineering sort of manner) to appreciate if realistic physics is occuring before them or not. It may sound sad, but if it is true, then it is still moot whether it sounds sad or not.
Here's an example- when you have a prerendered car chase for a cutscene, how realistic does the dynamic behavior look? (imagine an NFS CG cutscene, as an example) For the most part, it is severely "canned" and would not pass for a movie sequence in the slightest even if the CG looked absolutely real. I suspect that most people do not even notice this. It's looks "normal" enough for them. To me, it is like watching a poorly done special effect in a movie where you actually see the "strings" (yeah, that corny).
There is no reason for this to have happened. It's prerendered- they had any amount of processing budget to invest to develop "real" trajectory paths and resolve inertial movements/rotations properly. Yet they didn't. Either it was not a great concern for whoever produced the CG cutscene and/or they thought the audience would not pick up on the "canned" motion. Given this, I have serious doubts that even if a PPU is made available as part of an architecture, it would get even paltry use to justify its presence. It's just not as great a concern as we think it is (talking about actual implementation and use, not just talking about it as a kewl thing to have), imo.