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2005 E3Expo - Friday, Day 3
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Land Combat
by Tom
"20mm" Hayden
The only thing I am going to add here,
other than being blown away by what Bohemia Interactive is
doing with their working title OFP 2, is the opportunity I
had with Chunx to engage in the America's Army Shoothouse.
Very cool using the M4 and the pintle-mounted M249 machine
gun through the streets with a virtual street convoy, all
the while being attacked from all quarters by the bad guys.
Much enjoyed.
Naval Combat
by Tom
"20mm" Hayden
Two words:
PT Boats: Knights of
the Sea.
See?
I can't count or fly.
Motorsports
by Chunx
While
it was clearly obvious that the pace of development for challenging
and rewarding or "hard-core" PC game titles is in
a state of decline, I was very pleased by what I saw from
new or upcoming racing simulation titles like GTR, R-Factor
and GT Legends. Although these titles all share basic game
code elements from earlier ISI work, they each offer unique
and challenging high-fidelity representations of various racing
series and car types. Driving GTR and R-Factor on the Virtual
GT simulator was quite an adrenaline rush, and was so addicting
that WKLINK often found it a difficult and frustrating experience
to pry guod's and my hands from the wheel and hustle us off
to our next meeting. Of particular note was ISI's R-Factor.
Even though the game does not per-se represent any real world
car models, the weight transfer physics in this new title
are so impressive that you'd swear you were driving a real
car. It really is that good. In the past we've said that ISI
sims weren't really convincing until the 3rd party world got
a hold of them and created mods with tweaked physics (such
as RH 2004). All that's changed with R-Factor. This game is
superb right out of the box, and our hats are off to ISI for
raising the bar with this latest effort, and for coding R-Factor
specifically to facilitate plug-in mods either as payware
or freeware.
We're
also hoping to see SCi find some success in marketing Richard
Burns Rally here in the USA, and that VW Golf Racing will
flesh out into a title that the hard-core crowd will also
enjoy.
Motorsports
by Tom
"20mm" Hayden
I really enjoy watching people who
are having a blast playing a simulation. And that certainly
describes Chunx and guod as they ran their laps on the Virtual
GT simulator cockpit using SimBin's GTR and ISI's R-Factor
hard-core racing simulations. It took WKLINK and myself and
a very large security guard combined to pry those guys out
of there, they were that hooked. I understand, I took a ride
myself, and it was awesome. If you ever get a chance to experience
the thrill, we definitely recommend it. And the sims are darned
good as well, but with the overall package, to quote someone
I know, W00T! Pricey, yeah, very. But if we start taking up
donations and give till we hurt and bleed to the "Send
guod and Chunx a Virtual GT racing sim cockpit" now,
they'll have one before you know it!
Technology
by Chunx
At 10:30
AM guod, 20mm and I knocked on the door of Ageia's meeting
room in the convention center's Kentia Hall. We were there
to get a brief on a new type of PC expansion card that could
potentially have dramatic improvements on the development
of future simulation titles. This new technology is centered
on what's being called a "physics processor unit"
or PPU,
Ageia is a semiconductor company based
in St. Louis, Missouri. Our meeting was with none other than
Curtis Davis, President and COO of Ageia, who gave us the
full briefing on this new technology, which eventually transformed
into an in-depth discussion of physics modeling in high-end
simulations. We were certainly pleased and honored to have
the chance to meet with the leader of this cutting-edge technology
developer.
What Ageia has done with the PhysX
chip is create the architecture for processing only the physics
calculations in a game (the movement and interaction of objects),
thereby unloading the CPU from this chore and thereby enhancing
the CPU's ability to manage and orchestrate the other tasks
the computer is performing. This concept is quite similar
to the approach taken with the modern video graphics card,
the core of which is now referred to as a "GPU"
and performs most of the rendering and display calculations
for the computer. With a PPU in a PC, the CPU is left to do
what it was intended to to think and orchestrate the
actions of the entire PC. The PPU can do all this with the
help of its own code and the code resident in Dx9 with shader
3.0.
Normally a modern game expects to
task a modern CPU with about a maximum of 10,000 particles
for motion physics. Ageia expects their PhysX PPU to relieve
the CPU of that burden, and since the PPU is only doing the
physics calculations, it should be able to handle upwards
of 32,000 to 40,000 particles in its calculations. That's
a pretty significant increase in the level of detail that
a game developer will be able to devote to the fidelity of
their game's physics model. To demonstrate the concept, we
saw a video clip of a computer-animated building blowing up.
Using current physics processing onboard a CPU, the building
blew into about 20 pieces and looked, well, like a video game.
With PPU support, the building blew up into 800 pieces, and
looked very similar to the famous film of a test house being
destroyed in an atomic blast test in the 1950s. Very impressive
for a video animation. You can download the DivX wmv video
here
(285 kb).
In addition to making better explosions,
the PPU can also perform rigid body and fluid dynamics calculations.
In another demonstration, the PPU modeled a sloshing tank
of water, with a crate bobbing realistically on the water's
surface, while another showed a stream of water bouncing off
the hood and windshield of a car. It all looked very convincing.
Finally, we learned that the PPU could perform "anti-tunneling"
techniques, allowing for full flight modeling of bullets from
muzzle to target, including their reaction to various surfaces.
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