830°

Havok on PS4 & Xbox One Memory: Will Take No Time For Artists to Use All RAM, Even 8 GB

"Though it's been a little over a month since the Xbox One and PS4 released, there are still doubts whether memory will be sufficient to last an entire generation."

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gamingbolt.com
HelpfulGamer3764d ago (Edited 3764d ago )

In common 3D sph fluid physics simulation, it is fairly easy to max out 8 Gigabyte of ram. A new more efficient programming solution needed to not only reduce memory usage but also speed up the simulation.

Another method would be the Cloud solution, such as Gaikai.

AMD's TressFX is awesome, I wonder what other physic tech AMD is working on, I hope its destructible environment & sph physics.

I'm still waiting for AMD's GPGPU tech demo showing Ruby fighting in the rain, with visible rainwater splashing on her body, dripping down he tight battlesuit, for the advancement of Science! :D

nypifisel3764d ago

As a network technician I don't see server sided calculations coming into fruition any time this generation due to the undeveloped internet infrastructure in the world. Streaming full content (GAIKAI) on the other hand is feasible.

Giul_Xainx3764d ago

Agreed with nypifisel.

Sending computational data across a network for the unit to deconstruct just sounds risky. As in a sudden loss of packet data could totally screw up a video game if it is constantly polling this information over the internet. Cloud computing vs cloud gaming.... I'd go with the much more stable platform because it has been proven. (GAIKAI.)

specialguest3764d ago

Yes. Here in the US I have time warner and the freakin connection drops often due to the old cable line infrastructure.

MysticStrummer3764d ago

"I don't see server sided calculations coming into fruition any time this generation due to the undeveloped internet infrastructure in the world."

Exactly what I've been saying since all the cloud talk started. I'm amazed you have no disagrees at the time I'm posting this.

mcgrottys3764d ago

I think it can work, you just need to split the games world into what needs to be computed locally and what should be computed via the cloud.

Things that should be done locally should be everything within the vicinity of the player that needs to be constantly updated. So think visual things like lighting as well things that affect gameplay like physics or some of the enemy AI.

What I think the cloud has the potential to do really well is AI. Latency can seem big issue with AI however it doesn't have to be. For online games people's ping is usually between 100-250 on average when with a good connection you can average close to 30-50 ms. However with the human mind it takes about 300-700 ms to make a decision. Therefore we can possibly have the computing for AI done via the cloud and have it come back faster than it would take the human mind to make a decision, it really just depends on how fast the servers are.

Here is an example of how to mix local and cloud computing.

Here's what I would like to see in a sandbox like the next fallout. New enemies that stalk you for days, the cloud is used to track where and how you travel and these new stalkers can use that data to follow you and plan to ambush you. When they make contact with you that is when your console can use more resources for for AI. Even in combat the AI can still have path finding being done through the cloud so they can change there positions or have an escape plan for any situation.

Sure the U.S. might not have the best network infrastructure, but gaming is quite popular in japan as well so I expect to see some crazy stuff coming from there soon.

P0werVR3763d ago (Edited 3763d ago )

It will do fine. Your guys sentiments are no different from doomsdayers when something new is on the rise and most people just don't know better. This is Microsoft, one of biggest corporations. They have the resources to weather any transition. If anything compared to Sony they are truly taking innovative risks for the gaming industry and believe they will succeed.

I'll look like a fool now with that statement but I'll have a fat smile on my face when you see some amazing titles come out.

sonic9893763d ago (Edited 3763d ago )

disagrees will come regardless of what you say
i am a computer scientist and i agree with you on what you just said .
right now algorithms and theories about that happening is just a fantasy dream you need to have a super stable connection that works exactly like the components inside the hardware ( speed , bandwidth , consistency , etc )
some people might say why .
well the answer is Software interactions streaming something to you is far easier than interacting with the software environment because the devs are taking into consideration every possible situation including the worst scenario now sending the data into the network is just like gambling with the data you dont know when it will come back to you maybe 20ms before the event or 1s after the event you dont know thats why right now its very hard to make something serious with the cloud except you know background updates draw distance and player's interactions thats what gets into the top of my head at the moment

3-4-53763d ago

Artist have been using pencils and paints for Centuries, yet we somehow have people creating stuff that has never been accomplished otherwise.

Using THE SAME TOOLS !

What we can do with 8 GB of RAM now, is different than what we can achieve with it 6 years from now.

Person A has a $50,000 Music studio but their music sounds like crap.

Person B has $500 in recording gear and it sounds beautiful.

What you have helps, but it's how you use what you have.

johny53763d ago

Exactly!

Look at what happened with the XBOX ONE fiasco and it's plan to work only online and the fact that if consoles adopt the cloud they wouldn't have sold as much and as fast as they did at launch!

Companies are trying there hardest to push for a Always online one service solution and the truth is people will not accept it because it's costly and there's almost no advantage going digital because of price fixing and download size!

nypifisel3763d ago

Those of you who say this will work just fine seriously don't know what you're talking about and have no knowledge in the subject other than "But MS said so". The idea mentioned above about a consistent and stalking enemy for instance is just a waste or resources, why waste computational power on that when for the player a spawned in enemy at random times is just the same?! You wouldn't be able to know whether this enemy stalked you or not.

Sonic989 made a great point. I'll develop it further with an open question: What is the bandwidth of your RAM? Now what is your internet bandwidth?

Hint. The worlds average internet speed today is around 2 mbit, or for my arguments sake around 250kb/s (0.25mb/s). The XBO system memory is at 68gb/s (69000mb/s)the PS4s system memory is at 176gb/s (180000mb/s)and only the PS4 memory is considered sufficient to move big assets like textures fast enough.

Now this is a very crude and not wholly right example but it's just for you to realize the difference we're talking about here.

Evilsnuggle3763d ago (Edited 3763d ago )

This is blind fanboism the cloud cannot be used to improve games graphics. It's not possible with the current Internet infrastructure . You internetwork isn't fast enough . This ridiculous even if your Internet was the fastest it's not stable .The internet speed fluctuates depending on how many people are on it and how far it is a way from the hub unless you have fiber optics or a dedicated Line. Please stop listening to m$ marketing P.R spin .There's been several articles written debunking this cloud nonsense one by Digital foundry. http://www.eurogamer.net/ar... "TRiG ep 12 - Tearing Down Xbone's Cloud" on YouTube
https://www.youtube.com/wat...

+ Show (7) more repliesLast reply 3763d ago
zerog3764d ago

I saw an article on here a few weeks ago about a programming solution where hi-def textures could be streamed as needed from th hard drive instead of ran off the system memory. I'm no programmer myself but in the article it claimed this method could save up to 75% in resources so it sounded good to me.

Ju3764d ago

Streaming of textures from HDD is common already. Most games do this these days. That's not really the biggest issue any more. 4GB "cache" for textures is quite sufficient.

Problem I see is, that with the memory at hand some people throw their brains away and forget what we did the last 15 years thinking "hey, awesome, we don't need to optimize any more".

It's quite the opposite. Things are getting much more complex. Optimization is needed more than ever.

zag3764d ago (Edited 3764d ago )

Pc games have done that for the last 4 5 years.

Rage is a good example of using this but having the gfx card also compress textures as needed.

FITgamer3763d ago

This feature has already been in use. Black ops 2 used this feature on last gen consoles.

AaronMK3763d ago

As mentioned, texture streaming has been common for a while. I think we are seeing more articles on it lately because the recently released DirectX 11.2 and OpenGL 4.4 specs provide direct support for a lot of what used to used have to be implemented in game code and middleware.

Won't change last gen, but should be another tool for next-gen titles.

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zag3764d ago

Hogwash.

Theres plenty of pc games with 2000x2000 and games with 4000x4000 res textures working fine on a 1gig gfx card.

Its only the last 2 3 years pc gfx cards have had more than 1 gig on the card to hold more textures if any games ever came out to use it up.

This is a poorly researched story that really is written by someone who has no idea what they are writing about.

Ipunchbabiesforfun3763d ago

Those PC's have graphics cards that are far more powerful, have dedicated ram just for graphics. They have CPU's that offload tasks that are 2-3 times as powerful as what's in an Xbox one and a PS4. They ALSO have 4-24GB of system dedicated ram that can be used as well. It's a totally different scenario, there is a reason PC's can do far more things then consoles.

thehitman3763d ago

Your cant get gaming on a 1gb of GDDR5 graphic card sorry dont know where your pulling that from. At best you need a 2gb of GDDR5 just for watching movies etc from it. If you want to play a game in like 20-30 fps at that resoultion probably the best gpu uses like 4-6gb of GDDR5 memory. Then if you want 60fps you need like 2-3 of them babies next to each other which can cost you upwards of 2400-3k dollars alone in gpu costs.

FragMnTagM3763d ago

@The Hitman,

LOLOLOLOLOLOL!

Do some research bud, because you are waaaaaaaaaaaaaaaaaaaaaaaaaaay off.

I have a single 660ti that can handle 60fps in nearly every game I throw at it. Some games go well over 200fps (think Minecraft). Movies, are nothing on my card even in 1080p pushing 3D as well. The card happens to have 3gb of GDDR5, but very few games use more than 1gb at the moment.

You can literally buy a 200-300 dollar computer that has at least an i5 and 8gb of RAM, slap in a 2-300 dollar graphics card and a better power supply (usually around 50 bucks) and play everything on the market right now.

Please know what you are talking about before you spout nonsense.

thehitman3763d ago

@ Frag

Do some research?

The 660ti has 2gb GDDR5 at least.
http://www.tomshardware.com...

At 2560 x 1600 which is still significantly lower than 4k resolution on BF3 on High not even utlra settings runs at about 38-45 FPS. Putting it in utlra would probably shave off 10 FPS then upping the resolution to 4k would take off another 15-20 fps. So instead of you spouting off your bullshit about probably your pretend 660ti there is no way you can reach 60fps on 4k resolution without spending some real cash on multiple very high end GPUs.

I should know better when you mention minecraft as a means of benchmarking /facepalm.

So like I said before there is no way your pushing 2-4k resolution down 1gb of GDDR5 like zag said. Any and every benchmark test you will find says otherwise unless your playing facebook games ya sure.

tee_bag2423763d ago (Edited 3763d ago )

Rather than vRAM, GPU shader/core clocks have a FAR greater impact on FPS. Of course if you exceed you vRAM capacity that will kill FPS but mostly vRAM is marketings numbers of late. At 1080p 2GB VRAM is ample and in most cases 1GB is too. But a 4-6GB VRAM GPU with SLOW clocks is going to suck regardless. Also a 6GB card won't run 1080p any better than a 2GB card at the same clocks.

Anyway, everything needs to be extreme to run 4K at 60fps right now, thats not even taking HDMI/DVI cabling into account.
4K @ 60fps , TV's can't even do it let alone anemic console hardware, or even typical high end PC hardware for that matter. An extreme PC can pull it off and so far the only person I know that has bragging rights to that is ATIElite.

Ju3763d ago (Edited 3763d ago )

This really depends what you do.

One GB of really fast GDDR is great for frame rate and textures which fit into the GDDR. But for high detail open world scenarios, where e.g. (exaggerated) each rock has its own 2K texture a PC with a 1-2GB card will run into PCIe bandwidth bottlenecks because the game will have to swap textures from and to system memory.

No matter how fast your GPU is (clockspeed, shaders) if you can't get the data fast enough into GDDR it will stall.

Most of those games are designed that they don't need more than 1-2GB VRAM at any given time, swapping only when a new level is loaded - or "stream" from DDR. That's why you won't notice. Textures are reused, geometry is reused (instanced) all to limit memory usage.

For open world games, one console has a huge advantage today being able to use almost 6GB of texture memory at any given time. Those games won't use all the memory for static textures, but you can safely assume that you can fill 4GB at any given time - this will probably be true for exclusive titles only. Look at KZ:SF, for example. Ever wondered why each particular environment (e.g. in the forest) looks unique?

Even a Titan with 3GB can't compete. The other problem is, developers can't rely on that a PC has that much VRAM. Some engines store multiple resolution of textures and load the lower res accordingly. But yet again, I guess 80-90% of PC graphics cards have between 1-2GB GDDR.

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Dehnus3763d ago (Edited 3763d ago )

Heh you almost had them admit it ;). Now they suddenly realised it and wend "WAIT A MINUTE! RAAAAAAAAH!".

Streaming pixels or streaming xyz values is about the same thing. If the water movement is not as latency dependant then it will work more then fine. For instance the water movement in a distant waterfall, the waves of an ocean, outside of the effect locally of your ship, can all be calculated like a stream and the result send to the client.

Furthermore to the computer scientist in this discussion: You do know that a lot of the matrices involved are "sparse" and thus most of them values need no calculation nor to be send back and forth. You only need to send the differences.

Now I'm not saying the "cloud" that Microsoft paints is true either. One has to be very careful and thing very hard what you can offload to it. Simplest would just be some AI like Forza 5 does. This can be extended to simulate a whole city with the AI that is further away not being updated as often or requiring as high a latency as those closer by (Who might even need to be calculated by the Console it self). But creatively approached Cloud computing can add some nice benefits to gaming, even with a slow connection.

liquidhalos3763d ago

Im no conputer scientist however if what you say is true then i came out of reading your post with a little more understanding of what cloud computing can do for us.

So technically we could potentially see a much richer, diverse and interwoven city population in games like GTA in the future thanks to offloading AI without impacting system resources.

As for the networking side of cloud computing, companies would be cutting off whole sections of the world. Taking South Africa as an example, I travel out there very often and have made quite a few friends across many walks of life and one thing they all have in common is terrible connections with heavy throttling, port shaping with silly caps and for this they pay an absolute fortune in comparison to people elsewhere (Europe and NA)

Until governments get it into their heads that the internet has become an essential commodity to business and home life and force ISPs to offer good services, at fair prices, the world will be too segmented for global roll-out.

Even here in the UK the difference of a couple of miles can mean the difference between a 40mb line and 256kb line. (speaking from experience, moved 6 months ago and went from paying £14.99 a month for 256kb (advertised as 2mb* never tested above 280kbs) to paying £8 a month for 40mb, true speed around 38mb.

Tommykrem3763d ago

Not sure if you'd be able to load data fast enough from an online server. Online storage is one thing, online RAM is another entirely. Though guess if you do the computing online as well, it's possible.

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GentlemenRUs3764d ago (Edited 3764d ago )

To me, Games are about gameplay and not the fancy graphics.

Not everything needs photo-realistic graphics...

EDIT: Though if they can balance the graphics with the fun factor, Then I'm all for it but I don't like being bored to death with the gameplay because the graphics took priority...

Salooh3764d ago

To me it's about wow factor which this generation lack because they chose cheap hardware over a powerful one. No excitement = no fun to me. I envy you xP

Seafort3764d ago

And all you console gamers were saying how expensive the PC was to buy and now it's not when it comes to PC parts in a console?

I wish you'd make up your mind :)

andrewer3764d ago

@Seafort exactly. They became something they hated so much when comparing the consoles specs rather than games/gameplay possibilities. It's kinda ridiculous actually, because they often contradict themselves in a single sentence because of this...

Salooh3764d ago

Why all the disagrees ?. I said ''to me'' which is opinion :P

As for you guys below . You misunderstood. The situation i'm talking about is different. When ps3 released the games shocked us , it was a huge step. Ps4 wasn't as impressive. That's what i'm saying.

We all know pc is more powerful and it's upgradable. But i prefer ps4 because we get awesome exclusives :P. If i have extra money i will buy pc for better versions of multiplatforms (which won't happen until 2 years)

Ju3764d ago (Edited 3764d ago )

Hey, go play some KZ:SF. Seriously. Sure. Everybody pretend this doesn't have a wow factor - if you say that, you weren't really interested in that in the first place. You need to want to get "wowed" which I find people don't really want to any more. And don't give me that "I wasn't impressed because I got my 5 minutes hands on at a friends house" excuse.

Salooh3764d ago

I finished Killzone shadow fall. It's the most beautiful game i ever seen so far but the gameplay and story wasn't as good as the previous games. That's what killed it for me. It feels like a graphics demo . But it's better then playing call of duty story :P.

So yes. I'm not as impressed as killzone 2. It's the start of a new generation so i'm expecting something impressive . Which i didn't get. I know i will get it in the future though.. :P

bratman3763d ago

"So yes. I'm not as impressed as killzone 2. It's the start of a new generation.."

Thats exactly it though, its the start of the generation. Killzone Shadowfall was a launch title, Killzone 2 came out almost 2 1/2 years after ps3's launch. Just wait for devs to truly make these systems sing, i cant even imagine the last of us like swansong they make for ps4 :O

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TheLostCause3764d ago

I want good graphics AND good gameplay.

nypifisel3764d ago

That's the thing right? Why do people seem to think those two things are mutually exclusive?! :S I for one think FF15 if the suggested fluidity is a reality then that game will be pronominal in both areas.

Reverent3763d ago

Crytek do a decent enough job at demonstrating why that's incredibly difficult to achieve.

Hercules1893764d ago

What you've seen from the UE4 demos is what we should be expecting, maybe a little more or less for both consoles and probably even the wiiu. Remember the UE3 demo, Gears of War pretty much matched that and when Gears 3 came it surpassed it, so we know from the past that epic wouldnt put up no bullshots. Yeah they ran on expensive graphics cards but thats because they rushed it to show it to the public. UE is made to be optimized, the best engine for optimizing.

Beastforlifenoob3763d ago (Edited 3763d ago )

watch the UE3 samaritan demo...

Tell me if weve seen anything friking 100000000 miles close to that.

Hercules1893763d ago (Edited 3763d ago )

@Beast, well duh UE4 isnt available yet. The first major game wont be available til late 2014 I think, except for an indie horror game coming in the spring, and thats just the tip of the iceberg. Once we get skilled programmers involved it should look like the demos. Just look at the Black Tusk game running inengine.

Rageanitus3764d ago

Sorry you need both gameplay and fancy graphics which = the overall package.

SilentNegotiator3764d ago (Edited 3764d ago )

What's your point? No one said anything about ALL games maxing out the RAM.

Why is it that some people feel the need to make a "gameplay before graphics" comment EVERY TIME someone so much as MENTIONS graphics? NO ONE is saying that graphics are more important.

edgeofsins3764d ago

@Seafort and andrewer

And you are generalizing and entire population as well as trying to argue with PS4 having PC parts? It's not a PC, it has PC parts, it's cheaper then a good gaming PC. What is your argument? Did you just compliment consoles while trying to insult them?

I'm sorry I don't see the point in you acting like ignorant children about platforms. I see great games on consoles to play, that are only on consoles, and consoles have great graphics even if PC has better graphics. I have 161 games on steam and counting, as well as games not on steam, but I don't post negative generalizations on the internet for attention because I prefer a specific platform.

make723763d ago

Well said.I have many consoles ps3,nintendo wii ,wii u ,xbox360 ,Ps4 and so on.. And also gaming pc with i54670k gtx780 3gb Gdr..... We tested with 2 samsung led tv:s side by side Bf4.Pc(with ultra graphics) vs Ps4 .We find the only big differense was the price.Pc 1500 euros Ps4 400 euros.I am just tired to hear bullshit from only pc users.And these are the first games to ps4 think about 2 years from now Ps4:s future looking good.

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redcar1213764d ago

The cloud will give more power

MegaRay3764d ago

Nope, sephiroth is stronger

frostypants3764d ago

You mizzsplat POWAH!!!111!11!1! Derp.

etownone3764d ago

Lol...

Reminds me of "POWAH OF THE CELL" from ps3.

TheLostCause3764d ago

@etownone Your comment reminded me of this meme

http://global3.memecdn.com/...

abstractel3764d ago (Edited 3764d ago )

Big ass "duh". Any game artist, anyone with a remote understanding of how these things work knows that we are really not at a point where we have nearly enough memory and bandwidth to do absolutely everything we want to do. Doesn't mean it's not a great leap from just having 512mb though.

gameseveryday3764d ago

It's a great leap but given that with the power of next gen consoles developers will aim for more. So it will be a repeat of what we already know: More is eventually less.

Ju3764d ago (Edited 3764d ago )

It's a great leap. But IMO artists throw polygons at the problem where before it actually required creative thinking to create the same effect. It is really strange that the very same people somehow forgot how to solve this problem. The tools are getting more powerful, but at the same time, this responsibility is delegated to the tools generating sub optimal results. That's like the first generation compilers created shitty code and still required hand optimization. Now, they have these fancy tools which create shitty asset utilization but nobody really thinks they need to do low level (polygon/texture) optimization. I guess there will be lessons to be learned from a early launch generation none the less. 2 years from now, when they (we) finally accept those new boundaries, the games will blow us away.

AaronMK3763d ago

Better hardware making programmers less hackish, or "lazy", or "less able to solve problems" is nothing new. Same could be said about NES and SNES programmers simply being able to throw bitmaps on the screen when compared to mapping objects to scan lines on the Atari 2600 because there was not enough memory to handle a screen full of data at once.

Goku7813764d ago (Edited 3764d ago )

Sorry screen jumped

Show all comments (108)
290°

Microsoft Trademarks Direct Physics - Is This A New Physics API for DirectX 12?

Microsoft trademarked Direct Physics. After their acquisition of Havok in 2015, this sounds like a dedicated physics API for DirectX 12.

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wccftech.com
LavaLampGoo2547d ago

Like the article says, this sounds like prep for some announcement at E3 and my guess is involving the Scorpio

TheCommentator2546d ago

And XB1.

DX12 HW is designed to be really efficient with advanced physics and lighting renderers, so it looks like the aquisition of Havok was merited after all. Nvidia corrobotates this, saying that their new physics and lighting rendering solution works best on DX12 HW. Scorpio development is supposed to make XB1 games look better too, according to Turn 10, but you're right about it likely being announced at E3.

Mystogan2546d ago

nah, this is something for developers. It will likely be revealed at //BUILD/ next week.
That's their developer conference.

TheCommentator2546d ago

Good point, I forgot about Build. 👍

rainslacker2546d ago

MS isn't going to leverage Havok to be DX exclusive. That would be completely idiotic considering what they paid to acquire Havok. Havok is worth a lot more as a licensed API or game engine than it is as a marketing tool for DX. If MS leverages havok to be DX exclusive, then it just opens the doors for other capable physics API's to make their way into the market....which on the back end they already are, because some people were concerned MS would strip Havok tools away from them before they could finish development. That isn't something that MS wants, because it just gives more leverage for Vulkan to have a supplimental API which can outdo whatever MS has to offer. That isn't something NVidia wants, because the more people move towards open source compatible solutions, the less relevance their DX ball licking has....and Vulkan and OpenGL have already given AMD an edge almost out of nowhere among developers.

Anyhow, to be more informative, and not seem like I'm merely trying to attack you(because I'm not), this is Havok tools being integrated into DX with a rebranding. It's not something that is hardware dependent, nor does Havok physics tools work on the hardware level like that. Physics tools in general are simple math(relatively speaking) type tools which run extremely fast, and don't require special processes to make effective. Havoks lighting tools work on a similar principal, but are hardware dependent to some degree, however, their lighting processes aren't anything out of the ordinary that wouldn't be built into hardware either way if it's going to support certain functions. Quite honestly, MS current API is actually stronger in the lighting rendering pipeline than Havok ever was.

Personally I wouldn't really trust anything NVidia says about what works best where. If their tools work best on DX hardware, it's because that's all they care to support. Considering NVidia is all about DX because they can't be fussed to make something like Vulkan that their competitor did, what is their opinion on the matter worth at all? NVidia isn't in the business of making physics model processes. They're graphics makers. Their lighting rendering solutions work better on DX hardware, because they were built in conjuction with DX and with DX in mind. Anything they make in terms of physics processing relies strictly on the GPU compute aspects of it's chips, and the math itself doesn't require anything substantial on the processors themselves. Game physics is about as simple physics as it gets. Seriously....game physics algorithms are rudimentary middle school math that can all be done in a few steps, using mostly add, subtract, and multiply with some floating point thrown in to keep it accurate.

TheCommentator2545d ago

Right, Rain, but I didn't say it would be exclusive. I said it would work really well on DX12 HW, which is designed to run physics and lighting. DX12 doesn't make Havok effective, it makes it more effective... or did you forget what a HW accelerator is?

Also, you're really going to call what Nvidia showed at GDC rudimentary math? It is the beginnings of CG quality physics being rendered in real time, and it's far more advanced than any other physics renderers available because of it's use of DX12. They even went as far as to explain that their solution wouldn't run as well on other HW. Besides, the real point is that it doesn't matter how fast physics currently are because there still isn't enough processing power to run complex physics and lighting in real time. Simple ≠ complex.

Furthermore, who says Direct Physics is simply Havok with a new name? MS could have used Havok as a base to build a physics renderer similar to Nvidia's, but MS had mentioned Direct Physics as far back as 2006, so it's likely that MS incorporated elements of Havok into DP and not just changed Havok's name.

As far as the "DX12 ball licking" goes, grow up with that rhetoric. DX12 will make a difference because it's HW >in addition to< being an API. Does PS4 have DX12? Without it, it will have to use emulation of the HW functions in order to render scenes of the same quality, while DX12 will add to the processing of what the XB1 already has. You don't have to believe me, but when XB1 sees parity with PS4 multiplats remember this conversation.

rainslacker2545d ago

First, let me say I wasn't really trying to dissuage against your comment completely. That wasn't my intent.

But, moving on to address your reply, Havok isn't a hardware based physics engine. That would be something more like PhysX. Havok at it's core is built to be hardware independent. Generally, DX side stuff like this is also hardware independent.

What MS is doing here, is integrating the physis engine into the SDK. That's where it becomes beneficial. Unless MS has greatly revamped the already great Havok tools, I can't see that the way it runs will be changed at all between DX hardware and non DX hardware. It's not to say that certain hardware sets couldn't include processes which run Havok tools functions more effectively, but I feel at this juncture, that is a lot to presume, and outside a couple aspects of the tools, I'm not sure it's necessary due to how efficient the tools already are.

I think it's important to understand just how good Havok tool's are. And I for one am quite excited that it's being implemented into a SDK level solution for many reasons. The socketed approach that has been had to be taken up to now is sufficient, but this just makes everything more streamlined.

Anyhow, onto the math of Nvidia. Yes, I'm going to call it rudimentary math. When I say rudimentary, it's entirely relative to actual complex physics calculations which are used for say actual CG rendering techniques, or real world prediction/application of physics models, which are not practical for in game implementation. The math used in games is simple. It's about as basic as it gets, because that is what works best, and overall, super complex algorithms just aren't needed for any kind of physics that you see in games. Physics, by and large, is made up of "tricks" which uses algorithms which achieve a similar or acceptable result without worrying about exacting precision.

This isn't the same as rendering physics, which is where things like lighting and what not reside. But overly complex algorithms which provide real photo-realistic images are still a long ways off from gaming application. DX hardware or not, you're talking about hundreds of millions of compounding algorithms processed per pixel to abstract how light is reflected, and it takes an exhorbitant amount of time...so even in lighting physics, it uses "simple" math to achieve desireable results.

"who says DXP is merely Havok with a new name"

It's havok tools integrated into the SDK. This is actually known already in the dev community. Many people are excited about it.

If it's more....what would it be? Based on all I've said, what more is needed?

I'm not saying it's all Havok tools, or what MS has changed compared to the Havok tools package, or how exactly it's integrated for development implementation, but it is Havok tools.
As far as growing up....maybe I could have chosen better wording, but NVidia has a history of talking up DX and not taking responsibility for poor performance from anything else because they simply decide not to write drivers. Sorry if my callous description offended you, but that's what NVidia has done for a while now, and it's annoying for devs, and for some people who actually understand that NVidia is often full of sh*t when it comes to this stuff.

rainslacker2545d ago

"Does PS4 have DX12"

No. But it won't have to emulate it. That's not how API's or tools like this are set up. Havok has run great on PS consoles since it's inception, just as it has on Xbox since it's inception. Havok isn't hardware specific, and despite this new itteration having an SDK level implementation, which is good for Windows hardware support, MS is still going to offer Havok tools in a way that allows for portability. If they don't, they've pretty much just rendered their new toolset useless to any development outside of those which are only meant for windows platform release. Even if they don't offer up Havok, then 3rd party tools will make it more than possible....such as the ones I build which specifically work to port code between platforms where no direct portability is avaiable.

Normally I don't like to list my resume, but consider that I got my first major job in the game industry due to having written my own physics engine, which led to me becoming a tools developer, and I am intimately well versed on how these things work, because it's made up a bulk of my professional career.

That being said, don't take what I say in either comment in this thread as some sort of derision against what MS is doing. This is actually one of the most exciting things I've ever looked forward to on a professional level. It's not something that's going to make a huge difference to the end user, as I assume end results will be on par with what we have now, but from a development perspective, this is pretty exciting stuff.

Sorry if I seem argumentative with you about it, but I actually do understand what's going on here, and I feel that my knowledge on the subject is much more relevant than you're correlations to things which aren't applicable to what is happening here. Going forward, I have no intention of being critical of this, and really look forward to sharing my expertise to those who may wonder what some of all this means for them or development.

So take that for what it's worth.

+ Show (3) more repliesLast reply 2545d ago
Mystogan2546d ago

Its gonna be revealed at build next week, not E3.

shiva12546d ago

May 10 to 12 in 2017. I have my eyes glued at this event every year.

XanderZane2546d ago

It just keeps getting better and better. Rich L. was right. There was a lot more news about Scorpio then what he couldn't share.

Festano2547d ago

Would be great, I love games with highly accurate physics

christocolus2547d ago (Edited 2547d ago )

Simplygon, Havok, Direct Physics... These will definitely help improve game development. Hopefully, we will learn more at E3.

gangsta_red2547d ago

Sounds like MS is suiting up for some interesting games.

christocolus2547d ago

Yeah. Can't wait to see what they have planned for E3.

Alexious2546d ago

Hopefully. They need to announce more first party games

SpaceRanger2546d ago

They wouldn't put focus into this at E3. This is dev conference material. So don't hold your breath

freshslicepizza2546d ago

@SpaceRanger
"They wouldn't put focus into this at E3. This is dev conference material. So don't hold your breath"

I imagine they will highlight some of the new abilities on the hardware, so please do keep holding your breath.

timotim2546d ago

MS seems to be doing what I hoped...focusing on building game engine elements that not only 3rd party studios could use, but for first party as well.

Goldby2543d ago

yes, instead of designa nd build the games themselves, charge others to use your product to makea game for their system.

Ms at the end of the day is looking for the easiest buck

rainslacker2546d ago

I think it's a new package for what already exists. I know MS has some new physics model API's coming out which are supposed to address some needs which currently have been up to the developer or tool makers to develop. basically they're moving it out of the tools realm, and making them more of an integrated to the SDK solution.

I'm supposed to be getting some information next week on what this is all about. I have a feeling it's just going to be what I already know exists, but put into a MS bundled package, with some workload algorithms likely redesigned from current offerings to match up with the overall DX game loop algorithms....which is something that used to be have to be done on a per game basis.

That in itself is a good thing for developers though, because it means less work on their end to figure out what works best in their own implementations. Kind of requires understanding how 3rd party tools and built in SDK solutions differ from each other in the development cycle, which I'm not going to get into excessive detail about....because I don't know how to talk about it in laymans terms.

Anyhow, I don't see it dramatically changing game development, because there is nothing new on the physics front that is required for current game designs to run.

There is no need right now to reinvent the wheel with complex physics models, because the physics models which have existed for a long time are sufficient, elegant, and efficient. Making them more complicated just makes things worse, and MS knows this, because they're software engineers. When it comes to physics in games, simpler is better, because it means more can be done with the same effect. Game physics is quite literally some of the most basic junior high level math you can imagine nine times out of ten. That's all it needs to be.

I don't see a lot of this being talked about at E3. Dev stuff like this is extremely dry stuff, and people would zone out. When it comes to stuff like this, I'd see them showing, not telling, and when telling, they're likely to simply show and not get into the details. If you want to see how exciting this is on a development level, just watch a build or GDC conference about engineering stuff in general. It's very technical. For those that work in those fields, it can be very interesting, and even cool at times, but to the average person with only a cursory knowledge of game design, and even less knowledge on what's on the game code side of stuff, it's all just a bunch of jargon and high level details about how to make things work. Just think of it the difference between MS showing CD3's destruction physics, versus the actual discussion during the same showing which explained how it worked. How many people actually understood or listened to the technical stuff and how many people actually talked about the results themselves? E3 is about results....Dev conference panels are about boring technical stuff.:)

+ Show (1) more replyLast reply 2543d ago
Aurenar2547d ago

Technical test for physX retirement?

KaiPow2547d ago

PhysX was a neat concept but I didn't like having a separate card dedicated to it.

Alexious2546d ago

PhysX was bought out by NVIDIA a long time ago. This is about Havok.

The PhysX middleware nowadays isn't used in that many games, if you were referring to that.

KTF262546d ago (Edited 2546d ago )

Actually PhysX is used in much more games than what you think
PhysX is full physics engine and it's the main physics engine used in Unreal Engine 3, 4 and Unity 4, 5
most if not all games use these engines use PhysX
but it has some features require nvidia's hardware and we rarely see these features implemented these days

rainslacker2546d ago

PhysX has always paled in comparison to Havok tools. In any case, I'm not aware that DX ever directly integrated PhysX into it's SDK. It offered socket level implementation, but beyond that, DX had it's own physics API's which were just as capable as physX most of the time, and if they weren't, third party tools were usually more capable. The necessity for things like PhysX aren't even really required anymore. OTOH, SDK level physics integration is really long overdue. Having to tie in a physics engine on top of whatever the API's pipeline was was just an extra step, and could sometimes not work the way it should have without extra work.

@KTF

PhsyX is the main offering for UE and Unity, because it doesn't require anything to include. But most big games use third party physics engines because they're more efficient and typically run more physics algorithms without the need for special hardware(or high level implementation routines). If you look at the credits of any big game, you are much more likely to see the Havok logo somewhere in there, because it's just that good. NVidia had PhysX at a time when it made more sense to have a hardware level solution. Nowadays though, GPU Compute is generally much better and infinitely more versatile. I always felt PhysX was long overdue for retirement.

Show all comments (38)
30°

The NewsCube Podcast 82: It

In this week's definitely videogame-focused podcast, Robin and Phil talk about Havok, The Beginner's Guide and how they don't have any spare time.

Read Full Story >>
cubedgamers.com
JMaine5183121d ago (Edited 3121d ago )

Nice get Microsoft. They will now be making money off many games.

Harryseveruspotter3121d ago

O ye the are making money....!!!!

donthate3121d ago

...and people kept saying MS is selling Xbox division, yet at every turn MS keeps investing into gaming from MineCraft, DX12 to Havok.

Havok combined with Xbox Live Cloud Compute is going to be amazing! Looking forward to Crackdown 3 beta next summer! :D

nveenio3121d ago

@donthate, they could sell Xbox and still license out Havok and DX12 and make plenty of money off of the Minecraft franchise. People used to think Valve would make Half Life 3, but they've been making all the money they need off of Steam. Microsoft may just be thinking, "Hey, maybe they're onto something." The next generation of Xbox may be more like a Steam Machine than a traditional console.

3121d ago
Gazondaily3121d ago (Edited 3121d ago )

They should rename it Xbox Havok. Would be a complete mind **** seeing that at the start of Uncharted 4 or other Playstation exclusives.

Mad acquisition. RKO outta nowhere. Half the games I see have that Havok logo in them. I wonder why Intel sold it?

gangsta_red3121d ago

@brofist

Or more tools for their first party studios to make better games.

4Sh0w3121d ago (Edited 3121d ago )

@brofist
"Lol more money that could've been spent on a first party studio. It's like monkeys making decisions"

-Yeah 'cause 1st party studio's don't need stupid stuff like a good physics engines even monkeys know games are made out of Elmers glue and pop sickle sticks.

@donthate
-Looks like PC World agrees with you:
"Microsoft gives more weight to gaming plans with Havok physics engine acquisition"
http://www.pcworld.com/arti...

-Naturally it makes sense, Microsoft has continued to invest heavily in gaming with Nadella on the record from day one that gaming is a priority and of course he appointed Phil to make it happen. I think this is a great acquisition since they will continue to licensing Havok's software to other companies including Nintendo and Sony for license fees. It's obviously a great physics engine due to its flexibility for a wide variety of genres which is why so many well known games like Halo, COD, Uncharted, Killzone, L4D, Mortal Kombat, Crackdown, Bioshock, I mean you name it have used it....I just like to see gaming divisions on any platform invest for the future= more games.

otherZinc3121d ago

Amazing! M$ is clearly going after the throat of gaming.

Halo 5 Guardians is going further this strategy October 27th.

Death3121d ago

Microsoft sells more than video games. It's silly to assume any money they spend should be used on video games instead. It's not difficult to look online and see how many studios they own and what they are working on. Since this gen started Microsoft has been releasing first party games pretty regularly. I'm not sure what people are comparing them to when they say they should do more.

ColonelHugh3121d ago Show
4Sh0w3121d ago (Edited 3121d ago )

@ColonelHugh
The only problem with your analogy is that sony does not own Blu-ray, they are 1 of about 20 Board of Director Members, while as of now unless I missed something Microsoft owns Havok. Plus the VC-1 codec used in Blu-rays is owned by Microsoft. Sony has no proprietary ownership of Havok's physics engine.

That said no need for any petty back and forth, Havok will still be used for sony games.

christocolus3121d ago (Edited 3121d ago )

@brofist

Wut?lmao. This move benefits Ms studios. Lmao. You guys. XD

@4show

Well said.

Foehammer3121d ago

"Part of this innovation will include building the most complete cloud service, which we’ve just started to show through games like “Crackdown 3.”

MS is about to take gaming to the next level.

Can't wait:

-Unmatched destruction
-effects like volumetric fog
-smarter and more NPCs

Genuine-User3121d ago (Edited 3121d ago )

@Septic

Why would it be a complete mind ****?

It'll be business as usual.

3121d ago
fr0sty3121d ago (Edited 3121d ago )

@4show

Sony owns a chunk of Blu-Ray, CD, and DVD. They get royalties for each. MS owns VC1 and WMV/WMA, both of which are in PS3 and PS4 (not sure about the latter with PS4, but PS3 does support it)... and now one of many physics middleware options.

End point, both pay each other for various technologies that they own patents for.

This move doesn't really strengthen their position in the console war, as there are other physics middleware options available and Sony can just code their own as well if they really needed to. However, this does open a new revenue stream, especially from third party developers.

nix3121d ago (Edited 3121d ago )

Nothing.

It's just like starting Sony laptop and seeing Windows startup screen.

If they charge (Sony) more for developing games then that would be stupid bcoz there are lots of other game engines devs can buy. Hell.. Sony's teams can make own engines and share it around.

Gazondaily3121d ago

@ Genuine

"Why would it be a complete mind ****?

It'll be business as usual."

When have you seen Xbox or Playstation in the boot up for one of the opposing platforms?

_-EDMIX-_3121d ago (Edited 3121d ago )

@Septic- ""Why would it be a complete mind ****?

It'll be business as usual."

When have you seen Xbox or Playstation in the boot up for one of the opposing platforms?"

?? Why are you so immature for? Do you think that because your a fanboy that MS and Sony are too? They are a business,

GenuineUser is 100% correct, this is business.

When do you we see MS on a non-MS platform? Anytime you use Windows Media licences ie right now for PS3 and PS4 (if it supports WMA that is), Windows is on Sony's Vaios (when they use to make em) and you can still use windows media licences on Sony devices, Sony owns a part of Bluray as they where one of the companies along with Panasonic that created it...you very much still see their name along with several other companies as credited for that format when used else where, You'll see MS's name in Minecraft when downloaded else where as they own the IP, you see Sony's name when Spider-man games are on other platforms...I'm sorry but you can't be this young as to just think Sony and Microsoft are like cats and dogs.

They are a business, as to why MS has Bluray in their system, they are a damn business, their goal is to MAKE MONEY, Sony's next media format they are working on, expect it to be a MS system down the line and for PC as a drive as its not some childish, immature, fanboy tog of war...they both work with each other in many, many different areas.

Sony's films and music are not BANNED on MS platforms lol, Sony's devices are not BANNED by MS on Windows and Minecraft is still on PS3 ,Vita and PS4, in fact it came out AFTER MS made that deal.

Minecraft Story by Telltale is coming to all platforms...MS clearly owns the IP being used.

Sooo no, MS isn't like you, they actually care about making money more than trying to win some silly battle.

Their battle is trying to make money, not fighting Sony LOL!

Sooo "Would be a complete mind **** seeing that" Yes..for someone who knows so little about the industry as to not know both companies work with each other often.

Or did you think that Diddy Kong Racing DS had nothing to do with Microsoft despite them owning the team? Both MS and Sony own so many licences that they both use from each other its not even funny. Your merely new to this concept.

Monster_Tard3121d ago

@_-EDMIX-_

Well said. Don't forget Viva Pinata for DS also.

Gazondaily3120d ago Show
+ Show (17) more repliesLast reply 3120d ago
lxeasy3121d ago (Edited 3121d ago )

That's pretty huge news, I hope Microsoft continues to allow havoc to also work on third party games.
Congrats Microsoft

Kal0psia3121d ago (Edited 3121d ago )

Of course they are, only way to make money. But I think the best version of this proprietary technology will be exclusive with it's cloud implemenations obviously.

Microsoft is a competitive monster, bunch of honey badters. Can't say the same for Sony. So nothing surprising.

OpieWinston3121d ago

All Major publishers games use Havok. Lots of revenue to be gained by Havok in the future. Especially if MS buys AMD and boosts it's Software support.

ITPython3121d ago Show
mkis0073121d ago

It python

That would be illegal dude...ftc would be aLl over them.

4Sh0w3121d ago Show
Death3121d ago Show
4Sh0w3121d ago Show
ratchet4263121d ago

@Death,

Microsoft went to court (and lost) for *illegally tying* Internet Explorer to the Windows OS - claiming it was an intergral "feature" of Windows. Even though at the time there was a retail version of IE available as a separate product. The DoJ won and MS was convicted of being a predatory monopoly.

kickerz3121d ago

Excellent work Microsoft

Christopher3121d ago

@4show: They're not giving Win 10 away for free, they're giving you a free upgrade from Win 7 or Win 8. That's not free. Just wanted to make that distinction before we started the thought that it was completely free.

Death3121d ago

@Ratchet,

The issue with IE wasn't that it was integral to Windows, the issue was Netscape which owned the browser market with over 75% market share was selling their browser software. When Microsoft made internet browsing free, Netscape no longer had a business model. As the net grew and more people used it we did indeed see the vulnerability created for the OS through the browser. By having a significant share of the browser market, Microsoft has a better chance of correcting these exploits faster. The DOJ was unable to determine the significance the net has on OS security. The only thing they could see was Netscapes business losses since Microsoft gave a competing software solution away for free. I'm not sure how much of a win this was for the DOJ since Internet Explorer is still part of the Windows platform.

+ Show (8) more repliesLast reply 3121d ago
rainslacker3121d ago (Edited 3121d ago )

It's actually a much bigger get than many people may realize. Havok is a very popular engine for use in the mid-tier Japanese market, and it's physics engine is used in about half the games out there.

@ITPython

I doubt that. That runs into the realm of anti-trust laws. They'd more likely just give discounts to their partners.

UKmilitia3121d ago

well its great for microsoft because with sony easily outselling them,now MS will be earning from Sony so its win win for MS.

very clever move but i stick with my ps4,although xb1 is moving up my xmas list every fast

Timesplitter143121d ago (Edited 3121d ago )

What most people don't know is that Havok has almost become a full game engine a few years ago, not just a physics engine.

Maybe MS wants to enter the engine war by using Havok as a starting point?

Loktai3120d ago

... I just wanted to say. ...

Buy havok... and let slip the gears of war?

+ Show (3) more repliesLast reply 3120d ago
Genuine-User3121d ago

Congratulations to Microsoft. This is a big one.

Harryseveruspotter3121d ago

And i think they will do bigger in future....!!!!

Genuine-User3121d ago (Edited 3121d ago )

I hope they do for your sake. :p

d_g3121d ago

Yeah Microsoft is getting bigger and bigger in the gaming industry

Erik73573121d ago

Congratulations on them getting away from xbox and going more towards software like the company should

Lennoxb633121d ago

This isn't them "getting away" from xbox. This is them advancing it.

4Sh0w3121d ago (Edited 3121d ago )

Yeah, that comment made my head hurt, like wtf?

lol, I mean yes its software because games are software but how is buying something that's a huge part of making games(software) for xbox one(hardware) which is a platform that plays games "getting away from xbox"????

Death3121d ago (Edited 3121d ago )

Yeah, I'm not sure how acquiring Havok is "getting away from Xbox". I mean this is the headlines it created "Microsoft gives more weight to gaming plans with Havok physics engine acquisition" http://www.pcworld.com/arti...

memots3121d ago ShowReplies(1)
miyamoto3121d ago ShowReplies(2)
miyamoto3121d ago

Will this move force Sony to fully develop Naughty Dog's physics engine?

vega2753121d ago (Edited 3121d ago )

"Will this move force Sony to fully develop Naughty Dog's physics engine?"

No it won't force sony to do anything. they could if they want to. But do you really think sony would put it's up coming exclusives on hold until Naughty dog's creates their own physics engine just because MS bough havok?

4Sh0w3121d ago

You do know that the reason devs license havok in the first place is because its much more expensive and time consuming to make your own physics engine for each game. Plus a 1 developed for an individual game may not be flexible enough to implement in other exclusive games, that alot of upfront investment that may not payoff, hence licensing is a popular solution.

apostolis813121d ago

I believe you know that big franchises like Uncharted use Havok physics.

Sweep143121d ago

Uncharted doesn't use Havok AFAIK

christian hour3121d ago (Edited 3121d ago )

I'm just here to say Havok was created in my home town :D

That's all :)

Hopefully microsoft play nice and don't jack up the licensing fee to people outside their family and friends.

"the leader in 3D physics" - Maybe ten years ago, there are better alternatives out now, although they are the "leader" in that they were great at doing business and made themselves very affordable (not to mention really good tech support for studios using it). I'm hoping none of that changes and it only improves from here on out. (though I am somewhat sceptical).

Kudos to Microsoft for saying "The leading PROVIDER of 3D physics" in the blog/article, at least they know how to be honest unlike whoever wrote the Desciprtion above on N4G.

Going off the blog it seems MS are going to do right by Havok and not change its business model one bit :)

Was an enjoyable read, there was a lot of humility in that blog, somethign we don't get enough of in this industry (though that trend does seem to be changing, or I'm dreaming?!)

+ Show (5) more repliesLast reply 3121d ago
slate913121d ago

Nice combination with the cloud technology. Cant wait to see it in future MS IP

Rookie_Monster3121d ago (Edited 3121d ago )

Very cool indeed,

From another article.
" http://www.businessinsider....
"Microsoft developers who are planning on using the company's new DirectX 12 graphics display technology, the Visual Studio programming software, or the company's Microsoft Azure supercomputing cloud, Havok will be an integrated option that will make it easier for them to drop it in."

So looks like MS are getting ready for the DX12 and Cloud Compute assault next year by using a middleware physic engine from Havok and the main point of the purchase.

AngelicIceDiamond3121d ago

If that's the case then MS exclusive games will be fire if you combine DX12 and cloud.

Gazondaily3121d ago

Oh nice find. + Bubs

This should be beastly.

Roccetarius3121d ago

This is exactly what i was worried about, and why i dislike where this is heading. Welcome to another step of the always online future.

christocolus3121d ago

@Rookie

Nice article

"Havok has also made its way to Hollywood: Big-time movies like "The Matrix" and "Charlie and the Chocolate Factory" used Havok's software to power their special effects"

Wow. i dint know this.

Crashbandicoot773121d ago

This will definitely benefit PC gamer's but not consoles

HaydenJameSmith3121d ago

@crash

And how did you come to that conclusion ? You part of the same group that says Dx12 and Cloud Compute will do nothing for X1 ? Sounds like it...

+ Show (3) more repliesLast reply 3121d ago
tmh35933121d ago

@roccetarius We're already there if you haven't noticed.

aviator1893121d ago

Really wasn't expecting them to snap up havok.
I wonder where they are with the talks with AMD (if any are going on).

Elit3Nick3121d ago

Indeed, MS seems really intend with having a dedicated hardware company. Havok's acquisition also seems to highlight interest in game engine software, I wouldn't be surprised if they bought Crytek or Unreal for their respective engines.

Roccetarius3121d ago

Microsoft would have to deal with Tencent, or some other Chinese company to get their hands on Unreal. I can't remember if it was Tencent that has a majority share in EPIC.

rainslacker3121d ago

I couldn't see Unreal. Epic is worth too much, and they'd have to be willing to sell. Just because MS could afford it doesn't mean they'll snatch it up. Crytek seems to bounce around from being worth a lot, to being in trouble, so that may be worthwhile.

RiseofScorpio3121d ago

I hope so. With Microsoft's money AMD could become a powerhouse.

3121d ago
christocolus3121d ago

@aviator

with all this talk about cloud, dx12 and now havok i think we will see many more games using the cloud tech in the future..and the rumor about the amd aquisition makes more sense now..

OMGitzThatGuy3121d ago

Seems like they will use them to also further develop cloud physic processing, nice.

TheCommentator3121d ago

I bet your avatar is what Mister Chief looks like under the visor, lol!

TheCommentator3119d ago

I really do like your avatar, but I guess not that many people remember "Mister" Chief. Or I'm not funny. Whatever!

Show all comments (228)