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23.03.2006., 16:06 | #1 |
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ATi Physics Acceleration
Pored mnogih i ATi nije mogel odoljeti ulasku u ovo (po svemu sudeći unosno) područje. When sitting down with ATI, they decided to give us some detailed information on how current generation physics simulations work in games when running on the CPU, or any hardware system for that matter as well. The most basic method is AABB cube separated object that essentially has edges directly to the cubed edges in terms of interaction. The sphere method allows a higher resolution of physics simulations at the expense of more processing power. Tetrahedrons are the third option that physics simulation has use where a complex polygon of space surround the rigid body and are the physical edges of the object. According to ATI, physics calculations are very heavy in floating point arithmetic and conditional branches to that test for item interactions. As is painfully obvious in all games out today, physics simulations on PCs are all hacked and modified versions of real “text book physics”. Programmers are forced to cut their simulations to lower resolutions in order to get the games to run at all and thus the need for AABB cubes, spheres and other physics shapes are necessary. The ideal situation would be to have enough compute power to simulate physics perfectly, but we aren’t anywhere near that yet. First, the R580 has a tremendous amount of floating point capability with its 48 pixel shaders. ATI estimates that 375 GFlops for a single card and 750 GFlops for a CrossFire system are open for different processing models. Compared to a blazing fast modern CPU that has 10 GFlops of total floating point calculation capability, the GPU has tremendous opportunity. What’s more ATI is taking a broader approach to gaming physics by opening up the hardware to developers just like they promised they would during the R520 launch. They are working on a Data Parallel Processing Architecture Abstraction layer that will allow developers to utilizing the hardware without having to go through Direct3D or OpenGL APIs. ATI is telling us that their cards will also support rendering and physics acceleration in a single GPU configuration as shown here. If the game being played, at the resolution the user selects, is able to render more frames than necessary per second than required for adequate visual quality, the extra GPU cycles can be utilized in physics calculations. An even better solution, for the user and for ATI, is that you have two ATI GPUs that can split the rendering and physics calculations between the two different cards. What is most impressive to me is that ATI has assured me that these two cards do not have to run in CrossFire mode, and thus they do not have to be the same GPU. Članak |
23.03.2006., 16:23 | #2 |
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A, pa ne radi se na tome od jučer Nego već duže vrijeme... |
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Oglas
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23.03.2006., 16:43 | #3 |
dr. sc. tech. dipl. ing.
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Meni se posebno svidja ova zadnja boldana recenica
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Pouzdan i pošten trgovac! (ima još puno novijih primjera, nisam ni pratio jel me još tko stavljao u temu.. slobodno pretražite novije postove na temi) StarCitizen refferal code: |
23.03.2006., 16:54 | #4 | |
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25.03.2006., 00:41 | #5 |
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ma to je bezze dagle ovo... http://gear.ign.com/articles/697/697450p1.html p.s e ovo je rec uredjaj za fiziku |
25.03.2006., 17:50 | #7 | |
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sta ti imam objasnjavat,procitaj rewiev gledaj slike i skini filmove.. to je bezze dagle ovo ti je to je bezveze pogledaj ovo... |
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25.03.2006., 18:10 | #8 | ||
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