Consider a theoretical game scene of a box about to explode. The scene also contains a building and a person fleeing the frame. All this data is passed on from the game engine to the CPU for processing. Currently, the CPU keeps all data that requires physics processing. Once the CPU is done with these, it only passes all the graphics computations to the graphics card (aka GPU), which then renders the new position of the object and then outputs the final image or frame
The GPU takes all the graphics data nad renders the scene. However, it is often bottlenecked by a comparatively slower CPU, mainly due to the load placed on the CPU because of the physics and AI calculations. The end-result is a scene that has unrealisitic explosions and physiscs. We cannot expect any more, because CPUs, by design need to be more general purpose, unlike a GPU, which is built solely to process graphics.
How Upcoming Games and PPU-Enabled Systems will Compute and Render a Scene
Consider the same scene being played out in a system that has a CPU, PPU and a GPU. As usual, data from the game is passed on to the CPU, which then sends all graphics computation by itself. However, it now has the help of the PPU (Physics Processing Unit) to perform complex physics calculations for it.
The CPU breaks up the data into it respective parts and sends each processing unit its tasks; it computes AI and then passes physics data to the PPU and graphics computation to GPU for rendering.
Since the PPU is specifically designed to do physics calculations, it can do a much larger number of calculations in a lot less time than the CPU. In current designs, the PPU will receive data for physics processing from the CPU, but if a game is designed to directly interface with PPU driver or software, it may bypass the CPU entirely and this will lead to an even further reduction in the milliseconds of lag that we currently see.
The PPU then calculates the physics and send it to the GPU. The GPU renders the graphics, and then receives AI and physics data from the CPU and PPU respectively - and then renders the whole frame.
Because of the PPU's enhanced physics computations, the blast look more realistic. The same will apply to all in-game fluid dynamics and collisions.


