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 1 
 on: Today at 03:36:26 am 
Started by Hameedo - Last post by Hameedo
Well, I have the game, it has no accelerated PhysX, later they removed the option completely via a patch.

On another note, XCOM 2 has unofficial support for PhysX, it accelerates the performance of rendering explosions and particles. You can enable it via the ini files. Maybe consider adding it to the list like you did with Rise of the Triad.

 2 
 on: January 13, 2017, 01:10:15 pm 
Started by Hameedo - Last post by Zogrim
I haven't played Battleborn myself, but:
* Game has "PhysX Effects" option in the menu
* System requirements include "NVIDIA GeForce XXX or better, PhysX support"
* I saw gameplay videos with some basic particle effects.

Of course, GPU physics is nowhere near as advanced as in, for example, Borderlands, but at the time I've considered adding Battleborn to GPU PhysX list.

Do you have a better view ?

 3 
 on: January 09, 2017, 10:13:41 am 
Started by Hameedo - Last post by Hameedo
Why did you list it in the GPU PhysX section? AFAIK it has none!

 4 
 on: December 24, 2016, 03:30:07 am 
Started by Zogrim - Last post by Stefan
Recently CGIcoffee.com blog author Armen Barsegyan conducted two studies involving NVIDIA FleX with two main goals: to see how FleX could be integrated into a Digital Content Creation package (in this case - Autodesk Softimage) and whether it could speed up such routine tasks as cloth and fluid simulation for production work.

Read more...

 5 
 on: December 23, 2016, 03:25:11 am 
Started by Zogrim - Last post by Stefan
AxonVR is bringing lifelike touch to digital experiences through advanced haptic technology. The heart of AxonVR?s platform is HaptX, a haptic textile that lets users feel the physical properties of virtual objects. This includes texture, shape, motion, vibration and temperature.
...
AxonVR built its haptic engine on top of NVIDIA PhysX

Read more...

 6 
 on: October 21, 2016, 07:23:32 pm 
Started by digitaldemolition - Last post by digitaldemolition
Because i've been developing a video game with UDK for years by myself and i don't want to throw all my work away just for UE4 to have some particles and newer cuda compute flex stuff only. I have designed thousands of assets and a framework that if i got rid of now would just be stupid.

 7 
 on: October 19, 2016, 08:53:35 pm 
Started by digitaldemolition - Last post by Zogrim
I dunno why are you still bothered with that UDK GRB solver at all, it is mostly scrapped now.

 8 
 on: October 17, 2016, 03:09:54 am 
Started by digitaldemolition - Last post by digitaldemolition
So, I have wondered this for years. why does nvidia cap apex destructible scene memory to 256? and i really would like to know how to uncap this. i have come to the conclusion the code is inside of a dll file and i have attempted to recompile the apex sdk 1.2.1 for UDK many times over many years with different changes to different parts of the code. i have attempted to change the gpuAllocator and then the scene would  somewhat work but then bug out, both in UDK and and the destructible .exe file that was rebuilt inside of the apex sdk. could someone please tell me how i could uncap this code even if it has bad consequences? i am reduced to creating like 10 buildings due to the 256mb apex limit. i'm sure if i could achieve at least a 512 or 1024 mb increase that it would still work even if it is at a high MS and low FPS.

 9 
 on: August 25, 2016, 06:11:57 pm 
Started by Stefan - Last post by Broski
CDF Starfighter VR
FATED: The Silent Oath
Postal Redux
Savage Resurrection
Dead by Daylight
UBERCOLD
Chicku
Lethe
Abzu
Lawbreakers
SNIPER BLACKLIST
Pool Nation VR
The Surge "PhysX is being used"
Gears of war 4

 10 
 on: July 23, 2016, 07:08:03 pm 
Started by Stefan - Last post by Hameedo
Dangerous Golf is now released:

Quote
If you're playing Dangerous Golf on the PC, it's also possible to utilise Nvidia's Flex - a particle-based physics simulation that enables even more complex and detailed interactions. In this game, that translates into additional effects including increased debris and a proper fluid simulation. Smash into a can of paint or a bucket of water and you'll actually see the resulting liquid arc realistically through the air - a visual element missing from the base game.
http://www.eurogamer.net/articles/digitalfoundry-2016-dangerous-golf-face-off

Also XCOM 2 supports PhysX acceleration to improve fps, though it seems just like Rise of The Triad, it needs to be enabled manually through GCF files:
https://www.reddit.com/r/Xcom/comments/46e6cn/i_enabled_hardware_physx_and_performance_jumped/

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