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Post-GTC 2013: GPU PhysX effects in Borderlands 2 post-mortem

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Folks at TomsHardware have kindly uploaded an onscreen recording of the “Post Mortem: GPU Accelerated Effects in Borderlands 2” talk, which was presented at GPU Technology Conference (GTC 2013) and, later on, at Game Developer Conference (GDC 2013) in March, and is not yet available through official channels.

The presentation covers the implementation details and the authoring process of the extra physics effects (impact debris particles, simulated cloth and SPH fluids) for one of the best game with GPU PhysX support – Borderlands 2.

Written by Zogrim

April 5th, 2013 at 10:20 pm

One Response to 'Post-GTC 2013: GPU PhysX effects in Borderlands 2 post-mortem'

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  1. Interesting overview of the multiple issues (and solutions) of PhysX effects implementation. Now I know why the fluids look so bad :P but downsampling+FXAA is not a bad compromise. Likewise I don’t think PhysX blood really “works” in BL2 but again, that’s my personal taste and their approach does make some sense.

    Borderlands 2 is an important step for PhysX-powered visual FX in games… Unfortunately the strange performance issues on GF 6xx GPUs have still not been tackled: http://forums.gearboxsoftware.com/showthread.php?t=205217&page=5

      

    ztorm

    22 Apr 13 at 1:10 pm


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