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📃 Оригинальное описание:
Chapters
- Intro
- What is Ageia
- Nvidia buys Ageia
- Nvidia’s ultimate flex
- PhysX in AI
Remember those insane explosions, swirling smoke effects, and glass shattering into a million pieces in games like Mirror’s Edge or Borderlands 2? That was PhysX, a gaming physics technology that promised to change the way we experienced virtual worlds. But behind the flashy effects lies a fascinating story of ambition, innovation, and, well… disappointment.
Originally created by a small company called AGEIA in 2005, PhysX was launched as a $300 Physics Processing Unit (PPU), an extra card you had to buy just to see fancier in-game physics. Unsurprisingly, not many people lined up for it. But in 2008, NVIDIA acquired PhysX, baking it into their GPUs and making it accessible to millions of gamers—at least those with NVIDIA hardware. Suddenly, PhysX became the ultimate flex, with developers pushing it to its limits in iconic games like Batman: Arkham Asylum, Mirror’s Edge, and Borderlands 2.
However, by the mid-2010s, PhysX had started to lose its shine. With hardware exclusivity, performance issues, and the rise of more practical physics engines like Havok, developers and gamers alike began to move on. But here’s the twist—PhysX didn’t die. Instead, it found a new life outside of gaming.
Today, PhysX powers advanced simulations in AI, robotics, and VR. It helps train self-driving cars, enables industrial design, and teaches robots how to handle real-world physics. From a gaming icon to a behind-the-scenes force shaping the future, PhysX’s legacy is bigger than most people realize.
In this video, we break down the rise, fall, and unlikely comeback of PhysX, exploring how it went from gaming’s most over-the-top tech to quietly making a difference in the real world. If you’ve ever wondered what happened to PhysX—or just want to take a nostalgic trip through its history—this is the video for you.
#GamingHistory
#GamingTech
#PhysX
#NVIDIA
#GPUs
#GamingPhysics
#GameEngines
#TechHistory
#PCGaming
#RetroGaming
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