
For a brief moment, it once looked like hardware-accelerated gaming physics had the potential to transform PC gaming's static rooms full of storage crates into dynamic worlds full of showering particles, rumpling cloth and realistically collapsing bridges. Co-founded by Manju Hegde, a new start-up called Ageia ambitiously launched its dedicated PhysX accelerator; a technology that's now a part of Nvidia's family, and it looked like gaming physics was about to completely overhauled.

Xbox boss Asha Sharma has discussed how component shortages will impact the company's plans for Project Helix.
This kind of proves this is an after thought product, most products like this are in r&d 5 years before they start mass producing. So they typically have the cost of components and things worked out long before assembly starts.
This is an assumption still, but I wouldn’t be surprised if project helix is similar to Scalebound,perfect dark and sod3. They had an idea but no actual execution other than concept stage. Being impacted by the ram shortage likely would also put this device 3-4 years out.
I’m not even sure MS has that endurance with Xbox yet
Helix is going to be stupidly expensive
Instead of leaning into smarter upscaling techniques they're brute forcing hardware that will cost them dearly and it remains to be seen if it's genuinely going to provide a meaningful differential
I know in the oc.doace people like to brag about not using frame gen or dlss to get to high on a game but for the majority of players they happily use those technologies without a second thought
That's going to be ps6 vs Helix
It's called systematic inflationary. Yes we get it Microsoft, keep raising in the name ofall kinds of stuffs
Honestly if there was thing I learned from this generation is that new consoles arnt day one anymore.
I can wait 1-3 years.

FuRuy has opened a Twitter account called “Project Alice” teasing a new game announcement on April 25 at 20:30 JST.
Omar writes: "With the Horizon Festival coming to breathtaking Japan, you’ll need the essential gear to prove you’ve got what it takes to become a Horizon Legend as you cruise, drift and explore an open world full of spectacular driving experiences. That’s why we’re happy to announce the newest Limited Edition Xbox Wireless Controller and Wireless Headset collection, featuring inspired designs from Forza Horizon 6. The bright cyan and lime colorways celebrate the Horizon Festival’s recognition of iconic cars and hit music, with special features that are sure to impress any collector."
Honestly, complex physics is pretty invisible to the typical gamer. Accelerating it in hardware isn't all that useful, because the real expense of physics comes with sorting the bazillion objects you want to have in the world (sorting is NEVER cheap), not doing the accelerated precise collision mechanics.
About the only thing hardware physics gives us, is the ability to run a fancier simulation on a zillion small, simple objects, in a restrained space against a few more complex geometrical objects. That way you don't need to sift through piles of data to find what you want to collide against, and hardware can do its thing -- be fast without memory issues getting in the way.
In short, about the only things hardware physics are useful for are things like more accurate smoke, sparks, etc simulations. Constrained, compound objects like ragdolls become exponentially expensive as you attempt to make them more complicated, solve motor chains, etc. While it seems clever to throw hardware at this, really the end result is that you end up with wildly variable hardware physics performance, and you just end up having to limit the physics you use anyway, so you don't have performance spikes.
It's not like graphics. It just isn't. Physics is too variable / unpredictable to rely upon hardware acceleration to yield much improvement, relative to its cost. Game devs keep it simple because it not only performs better (HW acceleration would improve performance), but also because it just plain works better when its simple (hardware acceleration would not help make simulations more robust, relative to their complexity).
You can model a bicycle as a box, or low-poly mesh, and wrap an 11-body ragdoll around it, and have it be fast, and work. Or you could model it as a 10000-polygon mesh, and wrap a 45-body ragdoll around it, and have it be fast (with HW accel), and totally whacked out and busted (no matter what you do).