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| GPUs Talk about graphics, cards, chips and technologies |
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#1
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AMD and Intel each other is competitor. Since there are trouble relation after Intel fined by EU, I don't hear anything about when Havok physics will be implemented using ATI Radeon as accelerator. Havok is owned by Intel and will be optimized using Intel CPU or accelerated with integrated Intel GPU. I think physics acceleration in the game will be implemented in many games in the future. I hope AMD will find their own solutions.
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#2
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They demo'd it at GDC in march, and it worked. It usually takes months to go from demo to product, so maybe early 2010. The demo at GDC was only worked on for about a month, so it was pretty rough. Give it time, but not much more time. If it isn't working in ~6 months, get worried.
-Charlie |
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#3
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AMD's implementation is Havok Physics @ OpenCL.
Havok Cloth on OpenCL: http://www.youtube.com/watch?v=xfrM973spw0 |
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#4
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Quote:
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#5
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AMD's GPU implementation of OpenCL will be incorporated into later versions of ATI Stream SDK, currently only x86 implementation is in beta testing. |
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#6
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Compare this to Physx which is only a standard in NV press releases. -Charlie |
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#7
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But, Charlie, don't you remember? When NVidia develops something, it just naturally becomes a universal standard, you know, like the law of gravitational attraction.
It comes with being conceited congenital arseholes.
__________________
Over 30 years of professional service to the industrial automation and controls industry. |
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#8
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NVIDIA dumps money to make them de facto standards, that's different from the open standard side of things for NVIDIA.
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#9
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I hope PhysX will die coz it's not open. OpenGL is open. OpenCL has only one different char so we'll see.
That ATI Stream... I heard so much about it, but... When will be out something really BIG? Something in some game, or in some application (hey but someway usable).
__________________
ComputeMark v2 - DirectX 11 Compute Shader Benchmark |
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#10
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Quote:
Where in gameplay, Havok GPU physcis will be written in OpenCL (cloth and destruction were demonstrated) and Compute Shader will allow proprietary gameplay physics engines to write in DirectX code. Just take a look at VR-Zone's report, "Designed for DirectCompute 5.0 and OpenCL", this line is crucial. With no mention to the original solution, only implying through the line "ATI Stream Technology". Meaning that the "ATI Stream Technology" includes the following:
![]() Why would Brook+ be half-dead when OpenCL and DirectCompute debuted? One is hard to code and hard to optimize, you have to access to low-level code, and as Tim Sweeney pointed out in "the end of GPU roadmap" presentation (slide 71 of 74): ![]() According to that presentation, that was only meant to say CUDA only, which developers have no need to optimize the code. When count in the low-level optimizations using AMD's CAL solution, you may get 100x the "money, time and pain" to do it, consider it's only an common scenario. And the number will go up exponentially when the complexity of the algorithm goes up linearly. Two is AMD don't want to put too much resources in promoting these technologies, we just put away the "this may harm its CPU business" argument for the moment because it's just speculations and currently AMD believes in "platformance", fact: AMD simply don't have the extra money for large-scale promotions. So the promotion to Brook+ will remain more or less the same, probably even less. *Originally, ATI Stream technology is a solution with:
Last edited by 265586888; 08-24-2009 at 03:23 PM. |
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