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2005 E3Expo - Friday, Day 3
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It seems that the game developers
are impressed, too: so far, 16 companies have signed up with
Ageia to incorporate PPU coding in their upcoming titles,
and 5 existing games are being patched to retrofit them for
PPU operations.
As we discussed this new technology
with Mr. Davis, it became clear that when the company first
thought of computer game physics, the primary area of concern
was in explosion particle physics that is, how much
debris could be modeled in an explosion or splash and how
accurately it could be depicted. As the PPU design team studied
the problem, they thought of other things that could benefit
from PPU processing, such as character hair blowing in the
breeze, depicting the folds and creases in clothing, the swaying
of individual blades of grass as the wind or solid objects
acted upon them, etc. But in our discussions, we mentioned
other aspects of physics modeling in games, such as weight
transfer and transient response of racecar suspensions.
As we talked about high-end simulation
physics modeling, it looked to me like a spark was lit in
Mr. Davis' mind, and he seemed to be very interested in the
prospects of modeling this type of physics as well. We certainly
hope that more work proceeds in this direction.
For its
initial release, Ageia will release its PhysX as a PCI expansion
card. After establishing its design in the market, PhysX will
appear in a PCI-Express version as well. But it's not just
the hardware that makes PhysX happen. Ageia is also working
on the Physics Processing code that will allow games to take
advantage of the PPU, but with games coded for PPU operation,
players without a PPU installed in their machine will still
see benefits from the enhanced properties of the physics processing
code although for the full effect, you'll need the
PPU in your machine. This reminded me in a way of Hardware
Transform & Lighting code for Nvidia graphics cards.
Asus will market the PhysX PPU card
for Ageia, and the card itself will sport 125 Million transistors
and 128 MB of GDDR3 RAM. The card is about the size of a high-end
sound card, with a small fan attached to the PPU similar to
modern graphics card configurations. Expect the price to be
in the $250 range, with units arriving on store shelves in
Q4 '05.
Controllers
Mad Katz, Logitech, Saitek and CH
Products all had booths at E3. However, none were showing
any new simulation controller equipment, only the existing
product line. All but CH had some nice game pads on display,
however. Thrustmaster was a no-show at this year's E3, notable
because this is THE electronic entertainment convention in
the U.S.
Sim Cockpits
At E3's past I've seen a lot of simulation
cockpits for the aviation crowd, but this year the closest
thing to a flight sim cockpit was a hemispherical projection
screen running Pacific Fighters at the CH booth. However,
there were quite a few sim cockpits for retail sale on display
at E3, but they were all for the racing sim crowd. I've listed
the racing sim cockpits below, in order of complexity and
price. All of them included precise mounting locations for
sound systems, although the Virtual GT (mentioned on Day 1
here) contained a complex sound processor unit in addition
to a vast array of speakers and sound vibration systems. It
quickly became clear that these sim cockpit manufacturers
have figured out the critical importance of sound quality
when it comes to immersion and physics cues for sim racers.
Playseats
- Playseat consists of a racing seat that connects to a rail
system, which supports a wheel mount, monitor stand and pedal
pedestal. This looked like the least complex and least expensive
of the bunch, as well as the easiest to disassemble and store.
Too bad it was only being demonstrated with ultra-lite console
titles.
HOTSEAT
Racer - Looking like it was mostly made of large diameter
PVC pipe and pipe connectors (although it's really a steel
chassis), the Hotseat also consisted of a driving seat and
platforms for pedals, monitor, and wheel oh, and a
cup holder, too. The Hotseat comes with its own 6-speaker
Dolby surround sound system, with frame-mounted speakers all
around. According to their web site, the unit sells for about
$650.
VRX
- Priced at around $2500, the VRX cockpit was probably the
most "bang for buck" cockpit at the show. Pricey
yes, but this cockpit did the best job of sound reproduction
of all the other open cockpits at the show, and sounded nearly
as good as the VGT, with somewhat less robust tactile effects
for 1/10th the price. Its tactile and audio sound system included
a 300W 5.1 surround speaker system with a 1500W tactile transducer.
Pretty cool stuff.
Virtual
GT - The ultra-high end exotic cockpit of the bunch. Awesome
sound and tactile effects recreation and an array of hard-wired
options buttons made this cockpit the most capable racing
recreation of the bunch, but at a price only affordable by
the exceedingly affluent sim racer. I do have high hopes that
we might be seeing these cockpits for rent at automotive-themed
events in the future, however. If you see one, do yourself
a favor and give it a try.
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