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| | (Post a comment) » ATI's Take On PhysicsEarlier this week NVIDIA announced that they were partnering with Havok to bring physics acceleration to the GPU. But what about ATI? In this article, Brandon asks ATI if they plan to take on physics acceleration, and what they think of AGEIA's PhysX processor. ATI had some pretty interesting things to say about the topic, read their response inside! | Previous news article | Back to main news | Next news article  |

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#32
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Anonymous at 12:18pm 04/1/2006
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Response to #25:
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<Yeah right.. I see you have never watched a PAL tv...
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#31
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sardukar at 12:39pm 03/27/2006
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FPS game running at 60fps is a whole lot smoother looking then
30fps. I'm sick of these ppl who say that can't tell the difference!
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#30
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Anonymous at 06:24am 03/27/2006
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Response to #28:
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your 2nd point is crap. it does not save money. cause of limitation
of technology and the inherent design of cameras, motion blur always
was and always will be (even in ccd's cause NOTHING can react
infinitely fast), for the forseeable future. the shutters on tape
cameras can only move so fast. for the most part, motion blur was
inevitable and not created for monetary reasons
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#29
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Author:
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Anonymous at 06:00am 03/27/2006
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whereas most people's reaction time is around 0.12s... just to round
out the picture with a miscellaneous fact
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#28
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goku2100 at 02:34pm 03/25/2006
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It's obvious you don't know what you're talking about.
1. Yes, the human can distinguish/notice more than 30fps, with your
logic, we should have videos at 15fps since thats what most
"Video Cams" if you get what I'm talking about are
distributed at..
2. Movies don't run at 27fps, they run at 24fps and they use a
technique called "motion blur", it saves money running at
a lower frame per second but lower framerates make panning look like
@#% and so to improve panning (like looking from left to right
slowly overseeing a valley for ex.) they blur the frames to it looks
more smooth.
3. Compare a movie, game, clip what ever at 30FPS and 60FPS, you'll
see it looks better but you're not quite sure how to put your finger
on it, it's the framerate.
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#27
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Anonymous at 01:53pm 03/25/2006
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plus the almighty google has provides no links to back up this 80
hertz claim
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#26
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Anonymous at 01:47pm 03/25/2006
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i call 100% Genuine BS on the third paragraph. there lots of cones
and rods and brain (at least similar too) cells that connect all
groups of them together and does &$#@ that i don't care about cause
i'm ece and not be/bme- "it's not my major"
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#25
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Author:
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Goofus Maximus at 11:04am 03/25/2006
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it's the flicker that makes you feel sick. The 30 fps thing only
counts for movies due to the ersatz motion-compensation created by
the filming of said movies at that framerate. Even at that, we use
NTSC interleaving to stop that annoying "flicker" effect
that PAL users have to put up with.
In games the fps is far easier to detect, when you're turning and
trying to aim a scope at a distant target, and the
"graininess" makes you have trouble centering the scope.
The human eye works by detecting the difference between light and
dark areas. It does this by the eye muscles vibrating the eyeball
at about 80 Hertz.
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#24
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Anonymous at 09:20am 03/25/2006
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Great article but....
I disagree on the glquake being better than vquake. I had platforms
to play both and while they both looked great I thought the depth of
the 3d was much better on the rendition board.
Two cents from the peanut gallery.
stgecko
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#23
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Author:
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Anonymous at 06:22am 03/25/2006
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Response to #20:
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i think motion blur helps in the low fps range
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