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Thursday, February 7, 2008
Over the course of the years, games have been growing progressively more complex. While we were happy with vertex enemies back in the 90s and regular textures were enough to please us at the break of the new millennium, we immediately mark a game as ugly and last-gen if some sort of advanced lighting or pixel shading is not in effect today.
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Friday, May 18, 2007
Ageia and their PhysX technology have taken some serious flack since they first introduced the idea of a dedicated PPU (Physics Processing Unit). Despite this however, they have struggled on, getting their hardware supported in many a popular game. Recently, Cell Factor also came into play, a game that practically runs like a PhysX benchmark. Just over a year on from our original PhysX review how have things changed and is there any difference between the two currently offered choices for a physics junkie; the BFG and the Asus? We hope to answer these questions in this review.
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Thursday, May 4, 2006
The acceleration of game physics, and I use the terms acceleration and physics broadly, is a hot topic for gamers and developers alike. Hardware acceleration of various physics APIs has been demonstrated or promised, Microsoft is undoubtedly pondering a DirectPhysics implementation, and the basic concept of having hardware -- be that CPU, GPU or even a new kind of dedicated physics processing unit (PPU) -- accelerate physics calculations is back at the forefront of discussion. So here comes Ageia with its Physics PPU...
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