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Warface will adopt VisualFX and PhysX effects

with 4 comments

Warface, free-to-play online shooter, powered by CryEngine and developed by Crytek, will soon be enhanced with GPU accelerated PhysX and VisualFX effects – according to NVIDIA.

PhysX (APEX) Particles module will be used for impact debris effects on “concrete, grass, soil, wood, sand and the like” surfaces, while NVIDIA (APEX) Turbulence module will provide “simulation and rendering of physically correct smoke, dust and other fluid dynamics effects“. As the result:

Engine exhaust, smoke from explosions, dust from falling debris and spinning helicopter rotors can interact with the rest of the environment, both static and dynamic. Combined with PhysX particles, Turbulence provides a 1-2 punch of dynamism and realism.

As interesting note, it seems that NVIDIA as expanding the strategy of providing GPU accelerated PhysX effects in titles without native (core-physics) PhysX SDK integration, which potentially means that they can be adopted by any game or engine. Combined new core-PhysX integrations (such as UE4 with default PhysX 3, Clothing and Destruction implementation), such strategy can yield positive results on the amount of GPU PhysX titles.

Written by Zogrim

March 19th, 2014 at 7:56 pm

4 Responses to 'Warface will adopt VisualFX and PhysX effects'

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  1. A little clarification for those confused with all the new Works / FX names:

    GameWorks is the new brand that combines all the NVIDIA’s game related technologies, from physics to anti-aliasing.

    PhysX SDK stays as it is now – multiplatform physics middleware with some GPU accelerated features. Big addition to the SDK in the future will be the FLEX solver.

    APEX will likely remain standalone SDK, but branded as PhysX extension. Thus, APEX Clothing module will become PhysX Clothing, for example.

    Now, VisualFX stuff – set of graphics oriented solutions, some mixed with physics simulation (HairWorks, FlameWorks, etc), some without (PostWorks, FaceWorks, etc).

    APEX Turbulence will become more-of standalone product (that’s why it is called NVIDIA Turbulence now, part of VisualFX), while still featuring out-of-the-box integration with PhysX. It will be more focused on smoke/steam/dust rendering, while supporting various particle systems (PhysX and custom ones).

    All the tech may be more hardware agnostic, but I didn’t told you that =)

      

    Zogrim

    19 Mar 14 at 8:13 pm

  2. I’m not really an expert on the whole thing, but I thought Cryengine has its own physics solution, I didn’t know it can have PhysX!

      

    abc123

    20 Mar 14 at 7:29 am

  3. …Or to better phrase it, i didn’t think they needed another physics solution, I believe they were proud of their Cryengine physics, but I guess that means Nvidia’s solution is better.

      

    abc123

    20 Mar 14 at 7:41 am

  4. abc123: but I thought Cryengine has its own physics solution,

    It has, they are just adding some PhysX / APEX solvers to work on top of CryEngine default physics.
    Not that new really, it was done recently (Turbulence in Assasin’s Creed IV, for example), it was done many years ago (PhysX particles on top of Havok in Ghost Recon: Advanced Warfighter in 2006)

      

    Zogrim

    20 Mar 14 at 8:54 am


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