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APEX SDK 1.2.3 is now available

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NVIDIA has released an updated version of APEX SDK.

Update: APEX SDK 1.2.4 is available

New version is compatible with latest PhysX SDK 3.2.3, and also includes a bunch of bug-fixes and some minor new features.

APEX SDK 1.2.3 – Release Notes

  • APEX Framework 1.2.3
    • NxResourceProvider is now case-insensitive by default. To get the old case-sensitive behavior, set resourceProviderIsCaseSensitive true in the NxApexSDKDesc.
    • Fixed issues with re-entrant read locks.
  • APEX Destruction 1.2.3
    • GPU rigid bodies are no longer supported on pre-Fermi hardware.
    • Added actor synchronization filtering by damage event depth and fracture event depth.
    • Added NxDestructibleActor::setDeleteFracturedChunks() to tell a destructible actor to delete its fractured chunks instead of simulating them.
    • Added NxUserDestructibleSyncHandler::onPreProcessReadBegin() and NxUserDestructibleSyncHandler::onPreProcessReadDone() callbacks.
    • Edited NxUserDestructibleSyncHandler::onReadBegin() callback. Removed NxUserDestructibleSyncHandler::onSwizzleDone() callback.
    • Added NxDestructibleActorSyncState struct. Edited NxDestructibleActor::setSyncParams() method.
    • Edited NxDestructibleActor::setHitChunkTrackingParams() method.
    • Added new NxDestructibleAssetStats: maxHullVertexCount, maxHullFaceCount, chunkWithMaxEdgeCount.
    • NxDestructibleAsset::createDestructibleActor() renamed to NxDestructibleAsset::createDestructibleActorFromDeserializedState().
    • NxDestructibleActor::getPartTM() renamed to NxDestructibleActor::getChunkTM().
    • IExplicitHierarchicalMesh::IConvexHull::reduceHull function removes vertices from a convex hull until the given limits are reached (after cooking).
    • Added both the destructible actor pointer and the chunk index to the NxApexPhysX3Interface::setContactReportFlags() callback when PhysX 3.x shapes are created.

  • APEX Clothing 1.2.3
    • Removed support for the embedded 3x clothing solver on pre-Fermi GPUs.
    • Added solver iteration count to VISUALIZE_CLOTHING_SOLVER_MODE debug rendering.
    • Fixed an issue with clothing simulation when simulate(0) is called.
    • Fixed a bug with normals for the case where assets have a significant amount of mesh-mesh skinned vertices.
    • Fixed a simulation bug where collision failed for vertices close to the cloth bounds.
    • Fixed a race condition when a lot of actors of the same asset are switched on and off (manually or by lod).
  • APEX Turbulence/Particles 1.2.3
    • IOFX sprite rendering was reworked to allow writing sprite rendering data more efficiently. See the new NxUserRenderResourceManager::getSpriteTextureData() and NxUserRenderSpriteBuffer::writeTexture() callbacks and the new NxUserRenderSpriteTextureDesc.
    • Added NxApexEmitterActor::getSimParticlesCount() to get the number of simulated particles. Works with BasicIOS and ParticleIOS.
    • Added NxApexEmitterActor::getRateRange().
    • Added ColorByVelocity IOFX modifier.
    • Added includeVerticalDirection rotation modifier to control whether vertical speed affects rotation.
    • Added getPose() and setPose() methods for NxHeatSourceActor.

NVIDIA APEX SDK 1.2.3 can be downloaded through Developer Support Center.

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Written by Zogrim

March 15th, 2013 at 10:58 am

10 Responses to 'APEX SDK 1.2.3 is now available'

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  1. “GPU rigid bodies are no longer supported on pre-Fermi hardware”

    What does it mean “pre-Fermi hardware”?



    15 Mar 13 at 11:39 am

  2. mareknr: What does it mean “pre-Fermi hardware”?

    Anything before 4xx.. mostly, 8xxx, 9xxx and 2xx series GPUs. 8800GTX, 9600GT, GTX260 and so on.



    15 Mar 13 at 12:13 pm

  3. So as an example, if somebody use this APEX modifications in game, I can’t use older GPU for GPU rigid bodies (as stand-alone PhysX accelerator)? This will be computed on main GPU and other features will use second older GPU for PhysX? Or it only won’t be accessible if main card wouldn’t be set as GPU PhysX accelerator? I’m talking about configuration with newer GPU as main and older GPU as PhysX accelerator. As I see it now, if second GPU is older then GF4xx it can’t be used for these new games which use this APEX version or higher.



    15 Mar 13 at 2:50 pm

  4. Im looking forward in this will affect hawkens poor physx high performance on high-performance cards.



    15 Mar 13 at 5:53 pm

  5. 1) “GPU rigid bodies are no longer supported on pre-Fermi hardware.”
    2) “Removed support for the embedded 3x clothing solver on pre-Fermi GPUs.”

    This is for real? So Nvidia major advantage over AMD will be nullified for GeForce 8, 9 GT/X 200 and GT300? They’re out of their mind :|



    15 Mar 13 at 6:44 pm

  6. mareknr: This will be computed on main GPU and other features will use second older GPU for PhysX?

    I don’t know such specific details. At least, there are no such games yet.

    Cryio: They’re out of their mind

    I was told that it will actually help them to optimize GPU PhysX better for latest GPU generations, since supporting several different computing architectures was not very effective.



    16 Mar 13 at 3:18 am

  7. Dudes. I dont know ANY game that uses PhysX for rigid bodies, while it works great on any CPU little performance cost, rigid bodies is not just an effect, it is essential for game engine, so what should ATI users do. Before complaining, check if the game supports it by default. Mostly if you want the GPU to do that you have to manually enable that. Like in HAwken you have to go inside HawkenSystemettings.ini and set ApexGRBEnable to true.



    17 Mar 13 at 3:24 am

  8. Incriminated
    CPU and GPU rigid bodies are different entities:

    First ones are common in almost every single UE3 game and are used for things like ragdolls, joints, vehicle physics and interactive objects. They can not be GPU accelerated.

    In Hawken they are utilized for mech ragdolls and things you can push on the levels – cars, containers, etc.

    Now, the GPU Rigid Bodies (GRB) are using separate solver, supporting only basic collision features (no joints or ragdolls) and one-way interaction with CPU rigid bodies and, most importanly, are part of APEX Destruction based destructible assets.

    Thus, GRBs are mostly used to add immersion factor (“Omg, look, that building just exploded in 1000 pieces instead of 10!”) and not to drive the gameplay.

    As for Hawken, it is not using destructible assets right now, afaik, so .ini editing won’t affect anything. Buu-ut, it will change in near future.
    Wait for GDC ;)



    17 Mar 13 at 11:10 am

  9. Just found some time to check the Android version.
    Looks quite nice.
    For some reason you can’t select all scenes in the destruction demo.

    Here are some screenshots




    12 Apr 13 at 7:35 pm

  10. Stefan: Here are some screenshots

    Quite interesting, thanks :)



    12 Apr 13 at 8:07 pm

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