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	<title>Comments on: New Chat with John Carmack Likely to Make Your Head Spin</title>
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	<link>http://news.filefront.com/new-chat-with-john-carmack-likely-to-make-your-head-spin/</link>
	<description>News for Gamers</description>
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		<title>By: KENNEDY</title>
		<link>http://news.filefront.com/new-chat-with-john-carmack-likely-to-make-your-head-spin/comment-page-1/#comment-112370</link>
		<dc:creator>KENNEDY</dc:creator>
		<pubDate>Tue, 18 Mar 2008 04:39:05 +0000</pubDate>
		<guid isPermaLink="false">http://news.filefront.com/new-chat-with-john-carmack-likely-to-make-your-head-spin/#comment-112370</guid>
		<description>Why does anyone listen to this guy, he was relevant 10 years ago, the gaming industry was built on inovation and creativity not bashing companies for trying to create new categories and offer cool features, so what if Ageia wasnt able to meet &quot;John&#039;s expecations.&quot;  If he doesn&#039;t like Ageia so what, move on and get over it.  He probably wasn&#039;t offerd enough stock by the Ageia exective staff to say &quot;nice things&quot; - the way NVIDIA loaded him up prior to their public offering - Hey John, you still driving that Ferrari the NVIDIA stock bought you?</description>
		<content:encoded><![CDATA[<p>Why does anyone listen to this guy, he was relevant 10 years ago, the gaming industry was built on inovation and creativity not bashing companies for trying to create new categories and offer cool features, so what if Ageia wasnt able to meet &#8220;John&#8217;s expecations.&#8221;  If he doesn&#8217;t like Ageia so what, move on and get over it.  He probably wasn&#8217;t offerd enough stock by the Ageia exective staff to say &#8220;nice things&#8221; &#8211; the way NVIDIA loaded him up prior to their public offering &#8211; Hey John, you still driving that Ferrari the NVIDIA stock bought you?</p>
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		<title>By: xx-Thor-xx</title>
		<link>http://news.filefront.com/new-chat-with-john-carmack-likely-to-make-your-head-spin/comment-page-1/#comment-112305</link>
		<dc:creator>xx-Thor-xx</dc:creator>
		<pubDate>Tue, 18 Mar 2008 01:19:38 +0000</pubDate>
		<guid isPermaLink="false">http://news.filefront.com/new-chat-with-john-carmack-likely-to-make-your-head-spin/#comment-112305</guid>
		<description>&quot;Alot of this has to do with the mindset that the el-cheapo ragdoll effects is &quot;good enough&quot; for the average gamer&quot; 

Hey now, i enjoy rag doll physics..watching bodies flail through the air after getting launched by an rpg or grenade is always amusing.</description>
		<content:encoded><![CDATA[<p>&#8220;Alot of this has to do with the mindset that the el-cheapo ragdoll effects is &#8220;good enough&#8221; for the average gamer&#8221; </p>
<p>Hey now, i enjoy rag doll physics..watching bodies flail through the air after getting launched by an rpg or grenade is always amusing.</p>
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		<title>By: Steve</title>
		<link>http://news.filefront.com/new-chat-with-john-carmack-likely-to-make-your-head-spin/comment-page-1/#comment-112201</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Mon, 17 Mar 2008 21:48:20 +0000</pubDate>
		<guid isPermaLink="false">http://news.filefront.com/new-chat-with-john-carmack-likely-to-make-your-head-spin/#comment-112201</guid>
		<description>The Carmack hath spoken...

He&#039;s right about the current strict triangle rendering method fast becoming obsolete. We are going to hit a veritable performance wall of how much detail you can produce from the &quot;break everything down into a triangle&quot; method game design uses today. That&#039;s not to say Ray Tracing and 3D-Pixels/Voxels are the future (the concept of hybrid rendering is fascinating, if a bit daunting), but they are definitely more efficient at describing complex scenes to nth degree of detail. Despite what Nvidia/ATI would have you believe, photorealism will not be achieved through what appears to be their future roadmap of brute force through multi-gpu solutions.

There&#039;s already such a large gap between (PC) CPUs and GPUs regarding scalar performance that dedicated graphics hardware companies like Nvidia/ATI have nothing to fear from the likes of chipzilla. Intel could put 16 Penryn cores on a single die and never come close to the raw throughput of an 8800 when it comes to matrix &amp; vector ops. 

And since physics (I&#039;m talking real physics here - not that ragdoll crap) is heavily biased in vector math, physics on GPUs just makes more sense. The problem is that hardware physics APIs right now are in such a bastardized state that hardly any game dev wants to commit themselves to it. We need a single standard for a physics API. Alot of this has to do with the mindset that the el-cheapo ragdoll effects is &quot;good enough&quot; for the average gamer. Someone needs to make that leap, else physics in games will remain in 1st gear.</description>
		<content:encoded><![CDATA[<p>The Carmack hath spoken&#8230;</p>
<p>He&#8217;s right about the current strict triangle rendering method fast becoming obsolete. We are going to hit a veritable performance wall of how much detail you can produce from the &#8220;break everything down into a triangle&#8221; method game design uses today. That&#8217;s not to say Ray Tracing and 3D-Pixels/Voxels are the future (the concept of hybrid rendering is fascinating, if a bit daunting), but they are definitely more efficient at describing complex scenes to nth degree of detail. Despite what Nvidia/ATI would have you believe, photorealism will not be achieved through what appears to be their future roadmap of brute force through multi-gpu solutions.</p>
<p>There&#8217;s already such a large gap between (PC) CPUs and GPUs regarding scalar performance that dedicated graphics hardware companies like Nvidia/ATI have nothing to fear from the likes of chipzilla. Intel could put 16 Penryn cores on a single die and never come close to the raw throughput of an 8800 when it comes to matrix &#038; vector ops. </p>
<p>And since physics (I&#8217;m talking real physics here &#8211; not that ragdoll crap) is heavily biased in vector math, physics on GPUs just makes more sense. The problem is that hardware physics APIs right now are in such a bastardized state that hardly any game dev wants to commit themselves to it. We need a single standard for a physics API. Alot of this has to do with the mindset that the el-cheapo ragdoll effects is &#8220;good enough&#8221; for the average gamer. Someone needs to make that leap, else physics in games will remain in 1st gear.</p>
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