where developers meet development
Friday,May 18,2012
Vodafone Re-launches 15 Dollar Phone for Developing Countries   Vodafone is tapping emerging markets and developing markets with two...
deCarta Location-enables Opera Browsers   Location-enabled services have shown dramatic growth in the past twelve...
Aircel Deploys Oracle Solutions to Offer VAS and Increase Userbase to 50 Million   Communications operators are working on creating competitive edge by...
A Business Case for Using Adobe Flex and the Adobe Flash Platform   RIA combines the goodness of instant Web access to centralized data to create...
Cost Effective Defence-in-depth Security Controls and Solutions   Information ranging from trade secrets to financial data to privacy related...
Boost Game Performance With Threads   This white paper explains how to use functional decomposition to get better...
 

VIDEOS

Fermi Graphics Chip is Direct X 11 Done Right, says Nvidia's Ashu Rege and Keita Iida

The computer game and hardware industry is advancing at a rapid pace, both in terms of technical innovation and sales. Nvidia is working towards expanding the market reach for games and to continually advance the state-of-the-art in visual computing. Ashu Rege is Director of Content and Technology at Nvidia managing the Content Management, Evangelism, Developer Technology, PhysX and APEX groups. He is an expert on games, graphics, geometric modeling, AI, error-correction codes and networking among other areas. Keita Iida has been part of Nvidia's Content & Technology organization since 2001, working with software developers and publishers to ensure that games and applications are well-aligned with Nvidia graphics and platform technologies. He is also a video game historian, contributing to several books on this subject as well as being cited by CNN, USA Today and others as an expert voice in the field.

Saltmarch Media spoke to Ashu and Keita on about the much awaited release of Nvidia’s Fermi architecture based GPUs. Nvidia's latest graphics card, based on Fermi architecture, is the company's first DirectX 11 graphics card. DirectX 11 is the next generation of graphics technology. Ashu firmly believes the Fermi architecture can truly exploit the possibilities of Direct X 11. Ashu and Keita share their thoughts on optimal Direct X 11 support becoming a deciding factor in terms of GPU sales in the coming years, how Fermi will fare against ATI’s HD5800 series, the most significant result of the AEGIA acquisition and whether modern games getting too dependant on high end hardware. When quizzed on the main skills Indian game developers should equip themselves with to gain a sizable share of the global game development work Ashu says Indian developers should develop a passion for being involved with game development to be truly successful. They should also look at going into high end game development, because what has actually become a critical bottleneck for studios worldwide is talent. Read on to find out more.

Q. Please introduce yourselves to our readership and talk in a bit about your roles at Nvidia.

 
Keita Iida: I work in a team called content management that handles alliances and partnerships with developers and publishers. We are a subset of Ashu Rege’s organization. Myself and my team work for him.
 
Ashu Rege: I am part of the content and technology organization and we work with developers from all over the world on various Nvidia technologies. Within this group we have Keita’s team that manages business, marketing and go-to-market aspects like helping developers take the games and the cool content they have created and help them put it out there. We have other groups like the evangelism group that works with maintaining relationships with developers, making sure they are aware of our latest technologies.

We also have a significant amount of people dedicated to engineering. We have developer technology engineers who work directly with developers by going on-site and helping them with any issues they might be having - all the way from driver issues to really pushing new technology into games.

We also have a sizable team devoted to developing PhysX, the PhysX SDK that we provide and support on multiple platforms including consoles, CPUs, GPUs, Wii, iPhone and so on. So my team, as our CEO Jen-Hsun Huang likes to say, we do not generate any revenue whatsoever for Nvidia but we do help our company and our developers. It is a commitment on the part of Nvidia to the developer community.
 
Q. What are your thoughts on the cultural significance and historical importance of electronic entertainment?
 
KI: That is a very broad question but an interesting one. In terms of cultural significance, the one thing video games have brought is that it has made engineers ‘cool’. It really is the case that in the past engineers and programmers went straight into working for defense contractors and governments, which is not bad, but making games that your brothers, kids and cousins play is kind of a cool thing and its fun.

Video games have made technology fun and it is also kind of the starting point of people becoming very comfortable with technology and not being intimidated by it.

The other significance of games, aside from it being fun, is that it has actually percolated into various fields -- from learning and cognitive skills, developing hand-eye coordination and social interaction through MMO’s and many others where it is really useful. So all of these factors have combined to cause video games to transform society as a whole in numerous ways.
 
AR: It is cool that video games break down a lot of barriers. You get to know and meet a lot of people from various parts of the world that you would have never have interacted with. So it is creating the one world community, which is something that can change the dynamics of society going forward.
 
Q. As a video game historian, Keita, can you tell us in brief about the growth of video games over the years and where you see it heading?
 
KI: We firmly believe video games are the driving force of technical innovation. It is the most complicated thing, both on the processor side from the tools, the APIs, as well as actually creating content for it. Consumer electronics products in comparison are very tame in terms of technical sophistication so I guess that’s the one thing that has significantly shifted over time.

From the early days of computers a user is accustomed to performing basic word processing and database management functions on a computer. But those can be done on a machine that is 10 years past its time in terms of hardware. Games on the other hand are driving people to want to continue to have better hardware.

A lot of that credit goes to game developers who continue to push the envelope in a way people can immerse themselves in interactive entertainment. That is kind of the one big thing that is accelerating at a more rapid pace than ever before.
 
AR: The other thing that has been very interesting is from an Nvidia perspective. We began with creating hardware for games. But now that is coming full circle where the hardware created for driving video games, in the last four to five years, is being used to solve socially significant problems like breast cancer research. This is done by using our GPU computing technologies in CUDA.

It is exciting for our company to see scientific research and medical research being driven now by something that probably would not have existed if it had not been for games.
 
Q. Nvidia new Fermi architecture based GPUs are the GTX 470 and the 480. Can you tell us a bit more on this particular architecture and what makes it different from the previous generation hardwares.
 
AR: My group in particular, which has a lot of people who work directly with developers, is very excited about the Fermi architecture and the products that are going to be based on it. There are multiple features of the architecture and we can spend hours talking about it but some of the things that are really exciting are that it is a Direct X 11 GPU and we believe it is Direct X 11 done right. Some of the characteristics of Fermi are going to enable a new level of geometric realism that has never been seen in games before.

When you look back at when the Direct X 9 API was introduced and how it unleashed the power of pixel shading, which moved pretty rapidly over the last three years where pixel shaders are pretty common to do all kinds of effects. What has lagged significantly behind has been the actual geometry that has been used in games. Using a character with more than 10000 polygons is unheard of in most games because most systems cannot handle that. With Fermi I really believe you will see new levels of geometric realism.

The other part of Fermi we are really excited about is building up on the GPU computing aspects specifically related to games. A cool new feature of Direct X 11 is called Direct X Compute that basically uses the computing horse power of the GPU to do more than just graphics. You can do physics simulations, artificial intelligence and all kinds of new post processing effects that was not possible earlier.

So I can’t wait for the content and the games that exploit all of Fermi’s features to come out. It is going to be an exciting year for us.
 
Q. How in your opinion will Fermi fare against ATI’s HD5800 series?
 
AR: Obviously I am a biased observer so I am going to say that it is going to fare extremely well and the proof will be laid out when Fermi launches and independent reviewers will see for themselves. I particularly think that as far as the newer features go, Fermi will be the development and gamers’ platform of choice because of the level of things it can do is going to be surprising for a lot of people.
 
Q. In your talk at India Game Developer Summit, you said Nvidia is working with various players in the gaming industry to increase your market reach. Is there any particular collaboration you can tell our readers about? A partnership that harnesses the GTX’s capabilities, perhaps.
 
KI: We continuously work with developers and its an ongoing thing. What we do with games depends on what would make the games better so certain features would work for certain games and they might not be applicable for other games. So there’s no generic answer that would work. That said, Ashu’s talk during India Game Developer Summit 2010 had some videos that contained a few snapshots of the possibilities -- turbulent smoke or destruction of walls and things like that. These really add a new level of immersion to video games.

 Q. Will optimal Direct X 11 support be a deciding factor in terms of GPU sales in the coming years?
 
AR: I believe so. If you look at Direct X 10 [which was the previous API], one of the challenges for developers for adoption was that it was not supported on Windows XP so you had to have a Vista-based system. And the other big problem was that you could not create a Direct X 9 device through Direct X 10. So essentially you had to write a separate renderer for Direct X 10. Combine that with the consoles – the Playstation 3 and the Xbox 360 that were both essentially Direct X 9 capable hardware -- it did not really provide much incentive for developers to go out of their way to work with Direct X 10. 

While Direct X 10 was a really good API in many ways from a pure software engineering point of view, it did not introduce a whole lot of new features. So making your game visually or otherwise distinguishable from a Direct X 9 game was challenging. Direct x 11 solves all those problems and I think Microsoft has done an excellent job with designing Direct X 11.

Firstly, Direct X 11 runs on both Windows 7 and Vista so you do not have to worry about OS compatibility. And Windows 7, if you see the surveys, has done fabulously so far.

The other thing is you can create a Direct X 10 device and support Direct X 10 GPUs through Direct X 11 so you don’t have to have to have a separate path.

I believe there will be a very fast adoption of Direct X 11 by developers. For most of the next generation consoles Direct X 11 will be the minimum level they would have to support. So it is profitable for a developer to invest resources into getting an understanding and using the Direct X 11 pipeline.

There will be a lot more Direct X 11 content that will be compelling and different from previous generations, therefore. This will make a lot of difference in terms of support for Direct X 11, and with special features like tessalation and many others, this will have a direct impact on sales.

Q. Are modern games getting too dependant on high end hardware? Is the limited scope for improvement in terms of software fuelling the gaming hardware sector?
 
KI: There are two parts to that. First of all Nvidia does offer products from top to bottom that address all the various segments that exist in the PC world today. All the way from SLI and multi GPU and supercomputer class hardware with billions of transistors all the way down to entry level netbooks that run on Atom chipsets. We call this our ION platform. This is the fastest growing segment of the PC market and we bring gaming capabilities to that platform.

Similarly we address all the market segments and we feel that in each segment we offer products that are compelling enough that users would want to invest in our GPUs to experience the kind of usages that they want in their PCs.

The second thing is what we call Optimized PC. The GPU is becoming increasingly high end and users have a tendency to get apprehensive on spending a lot on the latest GPUs. If you actually think about it, as Ashu said earlier, GPUs are becoming more relevant in not only graphical usages and taking games to the next level but also in many other usages such as cancer research and even video decoding and encoding amongst others.

If you want the best experience, like HD video on Youtube, it is in your best interest to get a GPU that offers the best performance for your money. Spending a little bit more on the GPU in relative to the other components in your computer ensures your total PC budget does not have to go up or down. By investing a little more on the GPU you can have an exponential increased performance improvement and features for every extra dollar you spend.
 
Q. It has been almost two years since Nvidia acquired AEGIA. Can you tell us what has been the most significant result of this acquisition.
 
AR: It was in February of 2008 that we acquired AEGIA and it has been a fabulous acquisition for us. We acquired an extremely talented team of engineers who had implemented the leading physics SDK on all platforms. The most significant result of this has been our ability to push the technology -- the GPU part of it.

The AEGIA team worked really hard after the acquisition to map their PhysX SDK onto the GPU and they got it done in amazing time. We were able to put that technology in the hands of developers. If you look at some of the games that came out recently, like Batman Arkaham Asylym and other great games of last year, developers have already started using these features of GPU PhysX in games in a very compelling fashion. So getting this technology into the hands of users has been huge for us through AEGIA.

Q. What do you foresee as the future of GPU?
 
AR: I believe that a GPU as a general computing processor is going to become a must in any system. We are already seeing that in areas of scientific computing and in medical research where the GPU is becoming a critical part of the research for a lot of people. In Japan a supercomputer has been built with GPUs.

The future of GPU is expanding all the way from high end supercomputing nodes all the way down to mobiles, where our products are branded as Tegra. This allows you to do HD decoding and video playback on your cellphone. Many more multimedia functions will be available in the future through the GPU. GPU is going to span this wide range of activity that will make it a critical component in any system.

Q. India is known as a cost conscious market. Does Nvidia have a different pricing strategy or marketing model to increase its Indian customer base?
 
KI: For the budget that any user has in terms of purchasing a product, whether its 3000rs or 30000rs, we want them to think about the GPUs. Think about the way they use the hardware they buy and we are very confident we can cater to anything a user might want to do with a computer or a computing device.

Rather than spending a lot on the best possible CPUs and using the remaining budget on the rest of the components of the PC, you should spend more of the money on GPU. For example, if you see our ION based chipsets for the Intel Atom processor, with just a little incremental extra spend you can actually play mainstream games like Call of Duty, World of Warcraft and SIMS and experience them -- it may not be the ultimate experience but it is fairly good.

So rather than telling a customer that they should spend more money on the PC they buy, we just feel that as the GPU becomes more relevant and continues to innovate in concert with application development, users will vote for the GPU with the percentage or proportion of money they spend on it.

Q. Is Nvidia developing anything in particular for its Indian customer base?
 
KI: Not right now. However we have developed other custom products in the past and there is no reason why this will not happen for India, especially if there are any unique requirements for specific products. One example of that is in China where the single biggest expenditure of running an Internet café is electricity. We custom designed low power, low heat dissipating chipsets and graphic processors specifically for China.

Once a market grows and becomes big enough, we can invest and differentiate, and can create custom products for a market that requires it and there is no reason why we won’t.
 
Q. What, in your opinion, are the main skills Indian game developers should equip themselves with to gain a sizable share of the global game development work?
 
AR: Game development is a rather unique field. Historically if you look at some of the most successful game developers, they had a passion for being involved with game development. This is required more so especially in a country like India where there is a more traditional outlook. You are expected [in India] to follow an established path rather than strike out into this ‘game thing’, as a lot of parents here would say. It can be challenging.

I say, if you are really committed to game development you are more than half way there.

I find it surprising that most Indian developers focus on a lower end approach to gaming, which is basically mobile games and other games that do not necessarily require high investment and technology to take it ahead of the game -- no pun intended.

I would suggest to game developers in India, programmers and artists and companies included, to at least take a look at going into high end game development, because what has actually become a critical bottleneck for studios worldwide is talent.

The ability to program on the next generation consoles when they come out is going to be a huge need in India and everywhere else in the world. That is, those who have good experience with the previous generation consoles today – the Sony PlayStation 3 and Microsoft Xbox 360 -- and also can adapt themselves to the next generation consoles. Approaching from that high end which involves GPU computing, besides understanding Direct X 11 and Open Computing Language (OpenCL) and so on, would give Indian game developers a leg up if they address that need.

Gaelyk: Lightweight Groovy on the Google App...

You love Groovy and you're a believer in cloud computing. For a larger project you might choose Grails and hosting on Amazon EC2, but what if you want to take advantage of the nearly...

Samsung Hosts Bada 2.0 Power App Race

Samsung Electronics is calling on all developers globally to develop their best app for its newly announced bada 2.0 Power App Race, which gives developers the chance of winning up to USD100 000...

Software Supportby Advanced Millennium Technologies

Advanced Millennium Technologies. Expertise in software development, offering consultancy services, Open source programming, CRM - Customer Relationship Management, CMS - Content Management System , ERP - Enterprise Resource Planning and Ecommerce development, AJAX, PHP, .NET, J2EE, SOA, XSLT, DOJO toolkit development and software testing. A robust onsite-offshore model. A well-defined global delivery model. AMT Outsourcing center. www.amt.inTAROBY - The E-Mail Dashboard for EntrepreneursTaroby is a SaaS based messaging and collaboration suite inbox that enables sharing of email accounts among team members. The unique concept of 'Team Inbox' makes Taroby an excellent enterprise collaboration suite for enterprises. Taroby is an effective tool for CEO's and entrepreneurs to manage multiple departments or manage multiple projects under them. The team inbox gives the entrepreneurs an overview of what is happening their business and give a quick snap shot of the employees who is responcible for handling the tasks/emails. For team members taroby brings in transparency and efficiency in their teams. Taroby improves the internal and external communication in an organization. Using the Taroby's Team Inbox also helps in reducing the usage of disc space and there by helping the enterprises to reduce carbon footprints.