Last Wednesday, AMD announced a partnership with Pixelux Entertainment to develop an open source physics initiative called Bullet Physics. The new API is being written in the vendor-neutral OpenCL and DirectCompute languages; that means games which use Bullet could run physics on ATI and NVIDIA cards alike.
We know what AMD’s perspective on the new initiative would be, so we turned to NVIDIA to get their thoughts on what Bullet meant to them and the market at large. We heard from NVIDIA’s Director Technical Marketing, Tom Petersen.
Icrontic: Does NVIDIA intend to support Bullet Physics, as it is based on open industry standards which NVIDIA supports?
Tom Petersen: NVIDIA does support Bullet (we met with Erwin at [The GPU Technology Conference]). We like any software or API that makes it easier for anyone to use GPUs more effectively. As a matter of fact according to Erwin (the creator of Bullet) he uses NV GPUs to develop his code – He even provided a quote for us to that effect:
“Bullet’s GPU acceleration via OpenCL will work with any compliant drivers, we use NVIDIA GeForce cards for our development and even use code from their OpenCL SDK, they are a great technology partner.”
Erwin Coumans,
Creator of the Bullet Physics Engine
IC: What contributions, if any, does NVIDIA intend to make to the Bullet Physics project?
TP: We will continue to provide any support we can to the Bullet team. Right now they are leveraging the OpenCL drivers provided by NVIDIA.
IC: How does NVIDIA feel consumers will be impacted by the creation of a third physics engine?
TP: NVIDIA supports the use of GPUs to enhance PC gaming.. Since Bullet can do that for some developers on some games we are supportive. In parallel, NVIDIA will continue to innovate with PhysX on our GPUs. We will provide a complete solution including performance tuning, development tools, content tools, and developer relations and it delivers huge benefits to our customers. games like Batman Arkham Asylum.
IC: Is Bullet Physics the “right answer” to the incompatibilities between the PhysX and Havok engines?
TP: I don’t think there is one answer. Each physics implementation has its own strengths. NVIDA’s belief is that great performance and a complete content solution is required to provide a compelling solution. We have focused much of our efforts on APEX to make use of PhysX easy for game designers.
In short, NVIDIA is investing in innovation and we support independent efforts that do the same.
Petersen’s answers reveal that the ecosystem surrounding Bullet is already healthy and multi-vendor. More so, they speak to the industry’s slow migration towards hardware-agnostic physics engines which are distinguished by their features.
In many ways, physics is now headed down the trail once blazed by games. Vendor-neutral APIs like DirectX and OpenGL have allowed games to proliferate without the nasty divide of hardware exclusivity. Imagine what gaming might be like today if it hadn’t recognized the value of open APIs; industry-defining titles like Crysis could have easily been limited to one brand of GPU, if there was financial incentive to develop the engine at all.
While the growth of physics has been stunted by this brand of divisiveness, it’s clear that the rift is beginning to close. Perhaps one day–like Crysis for its engine–we might revere a game for the accuracy of its physics. That time is coming, and it’s coming soon.