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标题: NVIDIA/ATI 物理加速演示视频下载 [打印本页]

作者: Edison    时间: 2006-6-9 15:38
标题: NVIDIA/ATI 物理加速演示视频下载
NVIDIA:
砖墙:http://www.fileshack.com/file.x?fid=8575 视频发布时间点: 2006年3月,GDC 2006
[attach]552240[/attach]
恐龙:http://www.fileshack.com/file.x?fid=8576
恐龙 from Guru3D:http://www.guru3d.com/newsitem.php?id=3741
[attach]552239[/attach]
Vortex:http://www.fileshack.com/file.x?fid=8575
[attach]552241[/attach]
更多NVIDIA的:
http://www.watch.impress.co.jp/game/docs/20060326/gdc_ham1.zip
http://www.watch.impress.co.jp/game/docs/20060326/gdc_ham2.zip
http://www.watch.impress.co.jp/game/docs/20060326/gdc_ham3.zip
http://www.watch.impress.co.jp/game/docs/20060326/gdc_ham4.zip
http://www.watch.impress.co.jp/game/docs/20060326/gdc_ham5.zip



ATI:http://www.fileshack.com/file.x?fid=8573 视频发布时间点: 2006年6月 Computex 2006

各位感兴趣的网友请下载后自行比较了。

不过请注意ATI说自己的DEMO是"upstage"的。
作者: zacard    时间: 2006-6-9 15:40
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作者: Edison    时间: 2006-6-9 15:46
不用谢,请大家看了以后发表自己的看法。
作者: diopex    时间: 2006-6-9 16:45
两个link一样的啊?
作者: Edison    时间: 2006-6-9 16:47
原帖由 diopex 于 2006-6-9 16:45 发表
两个link一样的啊?


NVIDIA是8575,ATI是8573。
作者: diopex    时间: 2006-6-9 16:51
2分钟之前还都是8575 -0-  还要注册 下的好累
作者: Edison    时间: 2006-6-9 16:55
原帖由 diopex 于 2006-6-9 16:51 发表
2分钟之前还都是8575 -0-  还要注册 下的好累


fileshack下载不需要注册。
作者: complexmind    时间: 2006-6-10 23:23
谢谢管理员为大伙服务 #:lol::lol::lol:
作者: dtwatson    时间: 2006-6-10 23:28
谢谢管理员为大伙服务
作者: RacingPHT    时间: 2006-6-11 16:10
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作者: Edison    时间: 2006-6-13 02:28
Havok FX/ATI Interview

Last week, graphics card maker ATI announced a plan to use their Crossfire multi-GPU set up to enable physics effects in PC games with hardware, using an ATI graphics card as the physics chip in a 1X1 or a 2X1 setup. They also announced that support for Havok's physics software Havok FX. To get a better idea on how this will work, as well as other questions, FiringSquad got in contact with Havok's vice president of project management Jeff Yates to find out more.
FiringSquad: First, Havok FX has been in the pipeline for several months now. Overall what has the response been like from game developers to the new software?

Jeff Yates: Game developers are truly shocked by the results they see from the GPU. They’ve generally assumed that what they were seeing from other hardware accelerated tech demos was indicative of what the GPU can “hope to do”. What they find out is that the GPU can out deliver those expectations - simulating 10’s of thousands of objects – and that rendering these objects is clearly not the bottleneck, as has been implied by some reports.

FiringSquad: Can you give us some idea on how many games will have Havok FX support in the next 12 months and what specific titles will support the software?

Jeff Yates: Right now we’ve announced Eden’s Alone in the Dark and Flagship’s Hellgate: London, with many more discussions are underway. But it is ultimately up to individual game development teams to determine the “what” and “when” of how Havok FX-powered games hit the street. We have a strong track recording of putting product in the hands of experienced developers who ship games people want to play – with over 120 game skus released. And virtually every one of our customers is asking about Havok FX. There will be more announcements to be sure – but they will likely come within striking distance of public showing of these games.

FiringSquad: How did the idea use an extra ATI Radeon graphics card as a physics processor come about?

Jeff Yates: This is an idea we put forth from the very beginning when we announced our plans to accelerate physics via the GPU last year. The idea of hosting dual GPUs for rendering has been around for a while. Both NVIDIA and ATI have capitalized on this with Havok FX to enable acceleration of physics without impacting rendering. In particular, the proximity of GPU-physics to GPU-rendering affords untapped performance via driver level optimizations that cannot be realized between a proprietary physics accelerator and a GPU. We are still in the very early days of those optimizations, but they will come, and the potential upside with current silicon is very real.

FiringSquad: How does Havok FX "know" when a second card in a two card set up or a third card in a three card set up is dedicated just to physics?

Jeff Yates: Havok FX gets the information it needs from the GPU driver and related libraries. But ultimately the decision for how to use the extra GPU horsepower is totally up to the game developer. In fact, a particular game’s policy can be configured by the game player, or even managed dynamically by the game, based loading. There is no “black boxing” of this kind of policy.

FiringSquad: How is having a dedicated card for physics different than the standard Havok FX method of using just the GPU to create new physics effects?

Jeff Yates: In principle these ideas are the same. You spend money for extra hardware that should speed up your game or add extra visual complexity – or both. But the extra GPU affords greater value as it can be used for more than just physics, it can be vastly faster than a dedicate physics-only device, and a physics GPU has “proximity” to the 1st GPU via the driver – this is a very key advantage that a dedicated physics-only device does not have. The last key difference I guess is that the GPU generally has access to the PCIe slot – this is great for read-back that can affect game-play. Ironically, a PCI-only physics-only device is much more challenged in that category – making game-play physics claims via the PCI slot a bit of a head scratcher.

FiringSquad: One of Havok's competitors' , AGEIA, has said of the ATI-Havok FX hardware set up, "Graphics processors are designed for graphics. Physics is an entirely different environment. Why would you sacrifice graphics performance for questionable physics? You’ll be hard pressed to find game developers who don’t want to use all the graphics power they can get, thus leaving very little for anything else in that chip. " What is Havok's response to this?

Jeff Yates: Well, I’m sure the AGEIA folks have heard about General Purpose GPU or “GP-GPU” initiatives that have been around for years. The evolution of the GPU and the programmable shader technology that drives it have been leading to this moment for quite some time. From our perspective, the time has arrived, and things are never going to go backwards. So, if people are going to purchase extra hardware to do physics, why not purchase an extra GPU, or better yet relegate last year’s GPU to physics, and get a brand new GPU for rendering? The fact is that this is not stealing from the graphics – rather it gives the option of providing more horsepower to the graphics, or the physics, or both – depending on what a particular game needs. I fail to see how that’s a bad thing. Not to mention that downward pricing for “last year’s” GPUs are already feeding the market with physics-capable GPUs at the sub $200 price point –even reaching the magic $100 price point.

FiringSquad: Are there any plans to have something similar to the ATI Crossfire method for NVIDIA's SLI set up, especially since NVIDIA already has support for four graphics cards in SLI mode?

Jeff Yates: To be fair, this is something that works already for both setups that are being tested in house. There are no barriers we know of that will prevent games using Havok FX from leveraging dual GPU configurations in either camp – including uses of older graphics cards.

FiringSquad: Have there been any talks with Intel or AMD about perhaps offloading physics to one of their multi core processors?

Jeff Yates: Of course. This is something we launched more than ago – via our HydraCore technology in Havok Physics – our game-play physics product. Havok 3 and beyond are fully multithreaded and utilize extra cores optimally to accelerate game-play physics. We’ve done test on dual-CPU, dual core systems (4 cores) that deliver an astounding level of game-play physics in the thousands of objects. We have regular dialog with both AMD and Intel and we continue to be bullish about the upside potential of multicore architectures in the PC for accelerated world-class game-play physics. The future is very bright on this side of the fence as well. This is why we distinguish between game-play and effects physics. We know the CPU can and will continue to push into the 1000’s of objects for game-play; while the GPU can carve out 10’s of thousands of collidable object simulations to add visual fidelity that no one thought was possible with an off the shelf graphics card.

FiringSquad: Can you give us any hints or scoops about upcoming Havok games support or new features?

Jeff Yates: I can say that PC-focused games will showcase Havok FX technology first, because the user base for Shader Model 3 GPUs is in place and ready to be exploited, and it is growing every day. There is not an “if you build it they will come” problem there. Also, the influx of exciting new GPU technology in the PC game space is more rapid and there is a very strong industry dynamic and software compatibility methodology in place via Microsoft, ATI, and NVIDIA to minimize game compatibility problems as drivers, graphics libraries, and new GPUs enter the market. That is a very significant advantage that game developers have with Havok FX which is less clear for dedicated physics processors.

FiringSquad: Finally is there anything else you want to say at this time about Havok and its plans?

Jeff Yates: Well we have so much good stuff coming – Havok FX is very exciting, but we are also preparing to launch our latest character behavior tool and sdk: Havok Behavior. This is really the next step forward for blending physics, animation, and behaviors, all with a configurable tool set that supports direct export and editing of content from 3ds max, Maya, and XSI. And I forgot to mention next generation optimizations and Nintendo Wii support. It is a lot, but it is all part of our big 4.0 release coming this summer. It is definitively an exciting time for us.

http://www.firingsquad.com/news/newsarticle.asp?searchid=10649
作者: gfboy02    时间: 2006-6-14 23:58
非常酷的效果 ~~
作者: sleepbirdcyp    时间: 2008-9-12 12:08
请问这个只是下载影片观看 还是能自己测试?
作者: Edison    时间: 2008-9-12 12:17
这些是 Havok 和 NVIDIA 当年合作的 Havok FX 演示,Havok FX 在 Intel 收购 Havok 后已经取消,NVIDIA 也转向了 Ageia 的 PhysX。
作者: zhch1983    时间: 2010-1-20 15:15
有点夸张。。。。。。。
作者: zxcuog    时间: 2010-1-25 21:00
这些游戏依然十分稳定,而且我并没有进行极限测试探底!不知道这颗U潜力究竟多大
作者: darkool    时间: 2010-1-25 22:35
我就看看...
作者: cctv10    时间: 2010-1-31 10:35
非常不错!有时间试试
作者: 654123    时间: 2010-1-31 10:51
刚开始的物理效果??
作者: 4498800    时间: 2010-2-7 11:36
下了试试,谢谢楼主
作者: benqlc    时间: 2010-2-13 20:36
回复 15# Edison 光这点就足以说明INTEL早就察觉到自己的危机,想要间接的阻止NVIDIA的发展!至于某些还没有清醒的A叉叉还在坚信自己喜欢的品牌会带来更加好的游戏与娱乐,其实说穿了玩过DIRT2的人都心知肚明这个游戏的物理效果做怎么样。而至于DX11带来的新技术还是看看NVIDIA出来后把。因为现在你所看到都不足以让大多数人所震感!
作者: zhen179    时间: 2010-2-20 16:23
一看这架式,就知道是好玩的东东,呵呵,希望听到已经摆弄过的朋友流露点信息,这样可以少走点弯路,第一次见到,总有点面生目熟的,呵呵~~~
作者: 苍焰    时间: 2010-2-25 18:36
很不错,下载看看
作者: max3396    时间: 2010-3-2 23:14
没试过 纯路过
作者: godihate    时间: 2010-3-6 17:41
顶,好啊。。。。。我收藏了
作者: kaven    时间: 2010-3-7 00:29
刚才查下了一下,Havok FX应该还没死
為了和PhysX競爭,Havok FX可以使用多繪圖處理器的技術來加速物理計算,包括了NVIDIA的SLI和ATI的CrossFire。Havok將物理咚惴譃樘匦Ш瓦[戲咚悖?匦н算(如爆炸時的煙霧)將會由GPU的Shader Model 3.0來進行咚悖?M而減輕CPU的負擔。而遊戲物理咚銊t仍然由CPU處理。由於英特尔收購了Havok,前者顯然希望物理計算由CPU負責,所以由顯示卡加速Havok FX的開發似乎已經被取消。

在GDC09展覽中,演示中的Havok引擎使用了ATI的顯示核心作為加速。由於引擎是基於OpenCL架構進行開發,所以處理器和顯示核心都可以為其進行計算。

作者: pentium8    时间: 2010-3-16 18:39
把PSYSX卡插上看看~
作者: zqs7308    时间: 2010-7-6 17:06
A卡要是能物理加速那就牛了谁还买N卡呀
作者: hadeszhang    时间: 2010-7-6 21:15
作为一个到现在为止,只有GPU业务和不太成功的ARM业务的公司,NV能够做到现在的地步实属不易,而且还能在显卡业务上做领头羊,其真实实力,并不是像AXX心中所YY得那样无能,反而体现了他的可怕,否则I也不会日防夜防了。
作者: FontainebleauV    时间: 2010-7-8 01:04
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作者: hadeszhang    时间: 2010-7-10 16:35
刚才查下了一下,Havok FX应该还没死
kaven 发表于 2010-3-7 00:29



    请搞清楚一点,对于没有显卡业务的英特尔而言,是不可能会去提供显卡物理加速的。
作者: ssssrrrr    时间: 2010-7-17 11:15
感觉跟以前的卡没啥区别!物理加速了啥?我觉得还是提高显存 频率才是王道




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