Using the Compute Architecture for Gaming
When NVIDIA made CUDA available back at the beginning of 2007, the GPU computing sector was still very much in its infancy. Now, nearly three years later the trend has caught on and many companies are looking into this application of GPUs for a faster, more efficient means to process many of their computational tasks. This technology has gradually made its way into gaming as well and a GPU can be used to calculate anything from character physics to the way NPCs interact with their environment.
With the dawn of DX11, we have seen the introduction of Direct Compute’s Compute Shaders which offer a way for advanced image processing to be done or highly intelligent AI to be implemented with a minimum of resources. There has also been a lot of talk about the exposure of OpenCL in the market with several companies actively developing physics APIs and other programs that will use this open language to harness the massively parallel architecture of modern GPUs. NVIDIA’s first goal of increasing the number of applications which use GPUs from a compute perspective was a success. They now have to follow that up with continued support for all GPGPU standards.
Even though there has been a lot of discussion about NVIDIA’s trumpeting of their own proprietary PhysX engine, we have to remember they actually support open programming languages such as OpenCL in addition to DX11’s DirectCompute. Indeed, they are actively supporting and helping Bullet to debug their OpenCL physics.
DX11’s DirectCompute in and of itself is a topic that we can talk about for ages but for the sake of clarity, let’s just say that it allows developers to add new features into games without having a massive performance impact. Additional image processing is possible with Depth of Field (seen above) and custom blurring while it is also possible to include hybrid rendering for shadow maps, OIT (Order Independent Transparency) and other items can give increased realism to scenes as well.
Using the compute power of the GPU also allows for additional animations such as the ones we saw earlier with the hair and water demos alongside physics as well. The result can be anything from realistic particle movement to banners whipping in the wind.
Dark Void is a game where many of these concepts will come to fruition but in this case things are helped along by NVIDIA’s PhysX. The demo we saw was nothing short of outstanding with sparks behaving in an eerily realistic way by bouncing off surfaces before combining on the ground and NPC flailing around as they are picked up and thrown. Even the main character’s jetpack trails volumetric smoke that interacts with its environment. This wouldn’t be possible without the use of high-level physics processing and ended up being a stunning example of in-game physics. We highly recommend you try out the demo, especially if you have an NVIDIA card.
Using the Compute Architecture for Gaming
When NVIDIA made CUDA available back at the beginning of 2007, the GPU computing sector was still very much in its infancy. Now, nearly three years later the trend has caught on and many companies are looking into this application of GPUs for a faster, more efficient means to process many of their computational tasks. This technology has gradually made its way into gaming as well and a GPU can be used to calculate anything from character physics to the way NPCs interact with their environment.
With the dawn of DX11, we have seen the introduction of Direct Compute’s Compute Shaders which offer a way for advanced image processing to be done or highly intelligent AI to be implemented with a minimum of resources. There has also been a lot of talk about the exposure of OpenCL in the market with several companies actively developing physics APIs and other programs that will use this open language to harness the massively parallel architecture of modern GPUs. NVIDIA’s first goal of increasing the number of applications which use GPUs from a compute perspective was a success. They now have to follow that up with continued support for all GPGPU standards.
Even though there has been a lot of discussion about NVIDIA’s trumpeting of their own proprietary PhysX engine, we have to remember they actually support open programming languages such as OpenCL in addition to DX11’s DirectCompute. Indeed, they are actively supporting and helping Bullet to debug their OpenCL physics.
DX11’s DirectCompute in and of itself is a topic that we can talk about for ages but for the sake of clarity, let’s just say that it allows developers to add new features into games without having a massive performance impact. Additional image processing is possible with Depth of Field (seen above) and custom blurring while it is also possible to include hybrid rendering for shadow maps, OIT (Order Independent Transparency) and other items can give increased realism to scenes as well.
Using the compute power of the GPU also allows for additional animations such as the ones we saw earlier with the hair and water demos alongside physics as well. The result can be anything from realistic particle movement to banners whipping in the wind.
Dark Void is a game where many of these concepts will come to fruition but in this case things are helped along by NVIDIA’s PhysX. The demo we saw was nothing short of outstanding with sparks behaving in an eerily realistic way by bouncing off surfaces before combining on the ground and NPC flailing around as they are picked up and thrown. Even the main character’s jetpack trails volumetric smoke that interacts with its environment. This wouldn’t be possible without the use of high-level physics processing and ended up being a stunning example of in-game physics. We highly recommend you try out the demo, especially if you have an NVIDIA card.