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Comparison PhysX screenshots for Batman: Arkham City

with 7 comments

We have added a set of comparison PhysX screenshots for Batman: Arkham City, which in pair with previously released comparison video are completing our GPU PhysX Profile for this title.

You can view comparison screenshots, video and additional info at Batman: Arkham City – GPU PhysX Profile page.

Written by Zogrim

December 18th, 2011 at 7:32 pm

Posted in PhysX Games

Tagged with , , ,

7 Responses to 'Comparison PhysX screenshots for Batman: Arkham City'

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  1. Cant help but think of the scene from inception “Dont be afraid to dream a little bigger”:-)

    The clothing effects are way to subtle(a down side of most games not involving dresses/long flowing robes I guess:-( (plus the way it is constrained perhaps)

    One of the reasons I think the excessive focus on clothing only in 3.x is a bit misadvised.

      

    David Black

    18 Dec 11 at 10:53 pm

  2. The somewhat limited GPU rigids are probably the coolest part.

      

    David Black

    18 Dec 11 at 10:54 pm

  3. David Black: The clothing effects are way to subtle

    I believe that APEX C is also used for regular CPU clothing/hair sim (and also in pre-rendered cutscenes on consoles)

    David Black: dresses/long flowing

    Fully simulated thin clothing (pants, sleeves, etc) > cheap “look at my giant flowing robe” ;)

    David Black: is a bit misadvised

    Clothing im most promising and demanded type of cloth sim (along with some basic environmental cloth)

    Tearing ? Pressure cloth ? Two way interaction ?
    How many PhysX SDK based games are using that features ? Games on other physics engines ?

    Almost none.

    In any case, I’m hoping that in the future they will introduce multiple specialized solvers, instead of one universal. One for softbodies, one for metal deformation, one for high-stable rope simulation, etc

      

    Zogrim

    18 Dec 11 at 11:24 pm

  4. >>>How many PhysX SDK based games are using that features ? Games on other physics engines ?
    <<<

    They need to dream a little bigger(maybe with some help:-)

    I havnt seen very much as impressive as the tornado UE3 level yet in terms of cloth flying around, and that was more or less a proof of concept. You would have thought with the might of NVIDIA things would have progressed a bit faster, that was a long time ago.

    I want to see things dicintigrate into shreds from shockwaves, machine gun holes in robes(tricky without unified solver)/panels bend and distort/car body work, signs wrapped around cars during crashes etc

    All these particle effects are nice, but not exactly super impressive.

      

    David Black

    19 Dec 11 at 1:25 am

  5. Tearing and metal/plastic deformation are the things I see the most potential for in the short term…

    (unless there is a sudden surge in popularity for ballroom dancing games:-) [OK perhaps I am exagerating there a bit]

      

    David Black

    19 Dec 11 at 1:28 am

  6. I guess a unified solver is something I believe in for the same reason clothing support is generally bound to the skeletal mesh rather than an independant type of object.

    In the really important cases(ie the player) you want almost everything on the same object.

      

    David Black

    19 Dec 11 at 1:36 am

  7. David Black: Tearing and metal/plastic deformation are the things I see the most potential

    Let’s see..
    Do you remember DMM engine ? Back than it was largely overhyped, talks all over the web – “ultimate destruction”, “real-time FEM”.. and it actually can do all that deformation and tearing thingies you are talking about.

    4 years passed, only 2 games using it were released (not to mention that Lucas Arts has invested heavily in Pixelux, afaik)

    Now, are you familiar with CloakWorks ? No-one-knows one-man company that jumps out of nowhere this year and their product already will be used in Hitman: Absolution (and other big titles), because its rather simple, but efficient cloth/clothing engine.

    Kinda shows industry trends and needs for me..

      

    Zogrim

    19 Dec 11 at 8:45 am


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