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		<title>PhysX 2011: Year in Review</title>
		<link>http://physxinfo.com/news/7007/physx-2011-year-in-review/</link>
		<comments>http://physxinfo.com/news/7007/physx-2011-year-in-review/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 19:10:02 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Review]]></category>

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It is time to summarize what PhysX Technology has achieved in year 2011, recall the most memorable events and releases.
. GAMES
GPU physics acceleration still can not gain enough momentum &#8211; only two games with support for GPU PhysX effects were released this year, this is the lowest result since Ageia was aquired.

One may call this [...]]]></description>
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<p style="text-align: justify;">It is time to summarize what <strong>PhysX Technology</strong> has achieved in year 2011, recall the most memorable events and releases.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>. GAMES</strong></span></p>
<p style="text-align: justify;">GPU physics acceleration still can not gain enough momentum &#8211; only <strong>two games </strong>with support for GPU PhysX effects were released this year, this is the lowest result since Ageia was aquired.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-7028" title="p2011_batman" src="http://physxinfo.com/news/wp-content/uploads/2011/12/p2011_batman.jpg" alt="" width="550" height="272" /></p>
<p style="text-align: justify;">One may call this an agony, but NVIDIA <a href="http://physxinfo.com/news/6419/exclusive-nvidia-talks-present-and-future-of-physx-technology/">has told us</a> that it was &#8220;conscious decision&#8221; &#8211; time was taken to develop and improve underlaying technology (PhysX SDK, APEX, DCC tools), thus sacrificing ability to create content and  integrate it into many games.</p>
<p style="text-align: justify;">It was promised that we will see &#8220;more GPU PhysX games next year than you did this year&#8221; and even &#8220;a lot more in 2013&#8243;.</p>
<p style="text-align: justify;">Meanwhile, both GPU PhysX titles released this year were pretty interesting by themselves:</p>
<ul>
<li style="text-align: justify;"><a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/">Batman: Arkham City</a>, one of the best games with hardware PhysX support.</li>
<li style="text-align: justify;"><a href="http://physxinfo.com/news/5883/gpu-physx-in-alice-madness-returns/">Alice: Madness Returns</a>, which is a decent game too and is certanly worth more than two <a href="http://physxinfo.com/data/vreview_dod.html">Darkest of Days</a>.</li>
</ul>
<p style="text-align: justify;"><a href="http://physxinfo.com/wiki/Category:PhysX_SDK">PhysX SDK</a> as physics engine is still widely adopted by developers &#8211; over 45 PC console and games were released this year, according to our <a href="http://physxinfo.com/index.php?p=gam&amp;f=all">database</a>.</p>
<p><span id="more-7007"></span></p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>. PHYSX SDK &amp; TOOLS</strong></span></p>
<p style="text-align: justify;">Looking on the SDK Development you can say where all resources were spent &#8211; brand new <a href="http://physxinfo.com/news/tag/physx-3/">PhysX SDK 3.0</a>, rewritten from scratch, optimized and enhanced with new features, was released in Q2 2011, followed by <a href="http://physxinfo.com/news/6312/physx-3-1-is-ready-for-download-introduces-public-binary-sdk-for-android/">SDK 3.1</a> and <a href="http://physxinfo.com/news/6979/first-beta-of-physx-sdk-3-2-is-released/">SDK 3.2 Beta</a>. 6-months release schedule <a href="http://physxinfo.com/news/5729/physx-sdk-3-release-roadmap/">was introduced</a> and so far is impeccably fulfilled.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-7054" title="p2011_sdk" src="http://physxinfo.com/news/wp-content/uploads/2011/12/p2011_sdk.jpg" alt="" width="550" height="272" /></p>
<p style="text-align: justify;">PhysX 3 is a <strong>strong technological foundation</strong>, that will ensure further expansion, evolution and success of PhysX as physics engine.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/">NVIDIA APEX 1.0</a>, high-level scalable framework build on top of PhysX SDK, was also revealed for public along with <a href="http://physxinfo.com/news/5062/march-udk-released-with-full-nvidia-apex-support/">UDK integration</a>, however it can not boast with same release dynamics &#8211; new APEX 1.1, promised to be delivered this autumn is now postponed till 2012. APEX 1.2, fully based on PhysX SDK 3, is also supposed to be released next year.</p>
<p style="text-align: justify;">DCC PhysX plug-ins went throught three versions &#8211; <a href="http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/">2.6</a>, <a href="http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/">2.61</a> and <a href="http://physxinfo.com/news/6237/2-7-physx-plug-in-for-3ds-max-comes-with-sdk-3-1-support/">2.7</a> &#8211; but during this period several compatibility problems and significant delays of releases were faced.</p>
<p><span style="color: #008080;"><strong>. MISCELLANEOUS</strong></span></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/wiki/MassFX">MassFX</a> &#8211; new physics simulation solution, using PhysX SDK engine, was introduced in <strong>Autodesk 3ds Max 2012</strong>, thus replacing Reactor system, which was based on Havok physics. Rigid Body simulation functionality of MassFX was pretty strong along with better performance, however many users were unhappy with reduced functionality set in comparison to Reactor.</p>
<p style="text-align: justify;">According to <a href="http://physxinfo.com/news/5645/physx-sdk-in-top-5-middleware-libraries-used/">yearly survey</a> by Game Developer Magazine, PhysX SDK is preferred physics middleware solution for traditional (big-budget) developers.</p>
<p style="text-align: justify;">PhysX Research Team has showcased some new <a href="http://physxinfo.com/news/5759/physx-research-eulerian-water-simulation-and-solids-through-oriented-particles/">interesting technologies and prototypes</a>. Some of them will appear in future versions of PhysX engine.</p>
<p style="text-align: justify;">After a long break, new <a href="http://physxinfo.com/news/6496/hybrid-physx-mod-1-05ff-is-available/">1.05 version</a> of <a href="http://physxinfo.com/wiki/Hybrid_PhysX">Hybrid PhysX</a> mod was released to support recent drivers and GPU PhysX games in AMD + NVIDIA configurations.</p>
<p><span style="color: #008080;"><strong>. . .</strong></span></p>
<p>Well, that is all for now.</p>
<p><strong>Happy New Year to everybody !</strong> <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Batman: Arkham City PhysX benchmarks roundup</title>
		<link>http://physxinfo.com/news/6922/batman-arkham-city-physx-benchmarks-roundup/</link>
		<comments>http://physxinfo.com/news/6922/batman-arkham-city-physx-benchmarks-roundup/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 22:13:04 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Review]]></category>

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Time to update PhysX performance metrics of NVIDIA GPUs with newest title with Hardware PhysX support &#8211; Batman: Arkham City.
In following article we&#8217;ve tried to gather all the benchmarks and tests, published on the web.
[25.11.2011] Batman Arkham City im Technik-Test: Grafikkarten-, DirectX-11- und Physx-Benchmarks by PCGamesHardware.de

German article with graphics benchmarks, overview of DX 11 and [...]]]></description>
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<p style="text-align: justify;">Time to update PhysX performance metrics of NVIDIA GPUs with newest title with <strong>Hardware PhysX</strong> support &#8211; <a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/">Batman: Arkham City</a>.</p>
<p style="text-align: justify;">In following article we&#8217;ve tried to gather all the benchmarks and tests, published on the web.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[25.11.2011]</span> <a href="http://www.pcgameshardware.de/aid,856143/Batman-Arkham-City-im-Technik-Test-Grafikkarten-DirectX-11-und-Physx-Benchmarks-plus-Vergleichsbilder-Test-des-Tages/Action-Spiel/Test/" target="_blank"><strong>Batman Arkham City im Technik-Test: Grafikkarten-, DirectX-11- und Physx-Benchmarks</strong></a> by PCGamesHardware.de</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-6925" title="BatmanAC_PhysX_PCGamesHardware" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_PCGamesHardware.png" alt="" width="600" height="331" /></p>
<p style="text-align: justify;">German article with graphics benchmarks, overview of DX 11 and PhysX features, and a superficial PhysX tests.</p>
<p><span id="more-6922"></span></p>
<p style="text-align: justify;"><span style="color: #ff0000;">[25.11.2011]</span> <a href="http://gamegpu.ru/Action-/-FPS-/-TPS/Batman-Arkham-City-test-GPU.html" target="_blank"><strong>Batman Arkham City GPU Test</strong></a> by GameGPU.ru</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6929" title="BatmanAC_physx_gamegpu" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_physx_gamegpu.jpg" alt="" width="627" height="362" /></p>
<p style="text-align: justify;">Includes PhysX benchmarks with over 20 GPUs tested, however, only on &#8220;High&#8221; PhysX settings without Hybrid PhysX or dedicated GPU tests.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[27.11.2011]</span> <a href="http://www.ddworld.cz/aktuality/software/preview-batman-arkham-city-vykon-grafik-pod-dx11-dx9-a-physx-2.html" target="_blank"><strong>Preview: Batman Arkham City – výkon grafik pod DX11/DX9 a PhysX</strong></a> by DDWorld.cz</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6930" title="BatmanAC_physx_ddworld" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_physx_ddworld.jpg" alt="" width="550" height="352" /></p>
<p style="text-align: justify;">Czech preview article with very basic PhysX benchmarking part (only one GPU tested).</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[28.11.2011]</span> <a href="http://www.dsogaming.com/news/want-to-play-batman-arkham-city-with-physx-enabled-get-ready-for-some-abysmal-framerates/" target="_blank"><strong>Want to play Batman: Arkham City with PhysX enabled? Get ready for some abysmal framerates</strong></a> by DSOGaming.com</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6932" title="BatmanAC_PhysX_DSOGaming" src="http://physxinfo.com/news/wp-content/uploads/2011/12/BatmanAC_PhysX_DSOGaming.png" alt="" width="518" height="323" /></p>
<p style="text-align: justify;">Despite of provoking title, measured performance is not that bad. Also, this is the first article with benchmarks of dedicated PhysX GPUs.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[30.11.2011]</span> <a href="http://www.3dnews.ru/news/620640/" target="_blank"><strong>Waiting for the patch: Batman: Arkham Asylum in DX9 mode</strong></a> by 3DNews.ru</p>
<p style="text-align: justify;"><img class="nob aligncenter size-full wp-image-6935" title="BatmanAC_physx_3dnews" src="http://physxinfo.com/news/wp-content/uploads/2011/12/BatmanAC_physx_3dnews.jpg" alt="" width="492" height="555" /></p>
<p style="text-align: justify;">Russian article with some PhysX/DX11 effects overview and decent PhysX testing.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[02.12.2011]</span> <a href="http://www.gamestar.de/spiele/batman-arkham-city/artikel/batman_arkham_city_im_benchmark_test,45777,2562565.html" target="_blank"><strong>Technik-Check: Batman: Arkham City im Benchmark-Test</strong></a> by GameStar.de</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-6951" title="Batman_AC_gamestar" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_gamestar.jpg" alt="" width="621" height="564" /></p>
<p style="text-align: justify;">Includes some benchmarks with different PhysX settings. Results are interesting &#8211; GPU PhysX effects on CPU (AMD card) are faster that GPU PhysX on middle-end NVIDIA cards (in this case, minimum fps would be more meaning than average).</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[02.12.2011]</span> <a href="http://www.hwupgrade.it/articoli/skvideo/3062/batman-arkham-city-directx-9-e-directx-11-a-confronto_8.html" target="_blank"><strong>Batman Arkham City, DirectX 9 e DirectX 11 a confronto</strong></a> by HardwareUpgrade.it</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-6952" title="Batman_AC_hwupgrade" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_hwupgrade.png" alt="" width="600" height="400" /></p>
<p style="text-align: justify;">Technology overview and minor PhysX testing.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[05.12.2011]</span> <a href="http://www.hardocp.com/article/2011/12/05/batman_arkham_city_gameplay_performance_iq_review/5" target="_blank"><strong>Batman: Arkham City Gameplay Performance and IQ Review</strong></a> by HardOCP</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6953" title="Batman_AC_hardocp" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_hardocp.png" alt="" width="610" height="318" /></p>
<p style="text-align: justify;">Once again, disputable benchmarking methodology from HardOCP &#8211; NVIDIA cards are tested with GPU PhysX effects enabled and compared to AMD cards with PhysX disabled. Thus, it is shown what GPU PhysX takes &#8211; performance, but it is not revealed what it brings &#8211; additional effects.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[17.12.2011]</span> <a href="http://www.playwares.com/xe/mainreview/21293766" target="_blank"><strong>Batman: Arkham City Performance Review</strong></a> by Playwares.com</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-6975" title="Batman_AC_Playwares" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_Playwares1.jpg" alt="" width="500" height="597" /></p>
<p style="text-align: justify;">Detailed article from a Korean website, however, PhysX part is most interesting for us.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[17.12.2011]</span> <a href="http://www.geforce.com/Optimize/Guides/batman-arkham-city-graphics-breakdown-and-performance-guide" target="_blank"><strong>Batman: Arkham City Graphics Breakdown &amp; Performance Guide</strong></a> by GeForce.com</p>
<p style="text-align: justify;"><img class="nob aligncenter size-full wp-image-6974" title="Batman_AC_GeForce" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_GeForce.png" alt="" width="600" height="561" /></p>
<p style="text-align: justify;">Performance and features overview from NVIDIA itself. Graphs are interesting, for example this one shows ineffectiveness of dedicated PhysX card usage in pair with GTX 560 Ti GPU.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[10.01.2012]</span> <a href="http://pctuning.tyden.cz/multimedia/hry-a-zabava/22871-batman-arkham-city-podivejte-se-na-physx-a-dx11-v-akci?start=5" target="_blank"><strong>Batman: Arkham City — podívejte se na PhysX a DX11 v akci</strong></a> by PCTuning.cz</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-7103" title="Batman_AC_pctuning" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_pctuning.png" alt="" width="600" height="500" /></p>
<p style="text-align: justify;">Good technical review (in Czech) with strong benchmarking part (includes CPU tests, for example). For some reason, PhysX effects were tested only on &#8220;Medium&#8221; settings though.</p>
<p style="text-align: center;"><tt>– We’ll update this post as more articles emerge –</tt></p>
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		<title>What to expect from GPU PhysX in Batman: Arkham City ?</title>
		<link>http://physxinfo.com/news/6734/what-to-expect-from-gpu-physx-in-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6734/what-to-expect-from-gpu-physx-in-batman-arkham-city/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 15:33:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
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Batman: Arkham City tests the patience of PC gamers with several release delays, but will try to wheedle them with DX 11 Graphics and PhysX Technology.
Update: GPU PhysX in Batman: Arkham City - review and comparison video.
Recent comparison trailer gave us a glimpse of extra physics effects, and now we want to provide you with [...]]]></description>
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<p style="text-align: justify;"><strong>Batman: Arkham City</strong> tests the patience of PC gamers with several release delays, but will try to wheedle them with <strong>DX 11</strong> Graphics and <strong>PhysX</strong> Technology.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> <a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/" target="_blank">GPU PhysX in Batman: Arkham City </a>- review and comparison video.</p>
<p style="text-align: justify;">Recent <a href="http://www.youtube.com/watch?v=9_UNRp7Wrog" target="_blank">comparison trailer</a> gave us a glimpse of extra physics effects, and now we want to provide you with some additional details on what to expect from <strong>GPU PhysX</strong> content. In addition, new comparison <span style="text-decoration: underline;">PhysX video</span> was released as well.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/sgNRxOvoQFo?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/sgNRxOvoQFo?version=3&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">As usually, it will be possible to adjust level of in-game physics via &#8220;<span style="text-decoration: underline;">Hardware Accelerated PhysX</span>&#8221; option in game&#8217;s launcher. There will be three settings:</p>
<p style="text-align: justify;"><strong>PhysX Off:</strong> all GPU accelerated effects are disabled, only standart CPU physics (like ragdolls) is used.</p>
<p style="text-align: justify;"><strong>PhysX Normal:</strong> enables additional particles effects (debris, volumetric smoke and steam, etc) and destructible environments.</p>
<p style="text-align: justify;"><strong>PhysX High:</strong> includes all effects enabled withing &#8220;Normal&#8221; settings as well as realtime cloth and clothing simulation.</p>
<p><span id="more-6734"></span></p>
<p style="text-align: justify;">PhysX <span style="text-decoration: underline;">particle effects</span>, most widely used type of content in <strong>GPU PhysX</strong> titles, will find their place in new Batman game. Scattered across Arkham City, they will consist of:</p>
<ul>
<li style="text-align: justify;">Interactive SPH-smoke from fire extinguishers and smoke pellets, dynamic steam and fog.</li>
<li style="text-align: justify;">Ice particles for Freeze Gun and Freeze Grenade.</li>
<li style="text-align: justify;">Interactive debris from destructible thrown objects, like stools and vases.</li>
<li style="text-align: justify;">Environmental specific particles: molten and electrical sparks, coal debris, chunks, etc.</li>
<li style="text-align: justify;">Extra particles jutting from destructible objects like breakable glass, tiles and walls.</li>
<li style="text-align: justify;">Forcefields for explosions that will push particles away.</li>
</ul>
<div id="attachment_6754" class="wp-caption aligncenter" style="width: 560px"><a href="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_2.jpg" rel="shadowbox[post-6734];player=img;" title="BatmanAC_PhysX_2_sm"><img class="size-full wp-image-6754" title="BatmanAC_PhysX_2_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_2_sm.jpg" alt="" width="550" height="309" /></a><p class="wp-caption-text">Interactive smoke and debris from Batman’s explosive gel</p></div>
<p style="text-align: justify;">In addition, PhysX <span style="text-decoration: underline;">cloth effects</span> are  emulating the behaviour of fabric and clothing to make Batman and his enemies more realistic, as well as lend realism to environments. They will include:</p>
<ul>
<li style="text-align: justify;">Simulated clothing on characters: coats and hoodies for Penguin, Two Face, and Joker’s thugs; Bruce Wayne’s jacket, pants, and tie.</li>
<li style="text-align: justify;">Dynamic paper: eviction and office papers, posters, x-ray sheets, museum tickets, etc.</li>
<li style="text-align: justify;">Money littering the floor of the vault (Sewer level).</li>
<li style="text-align: justify;">Leaves on the ground.</li>
<li style="text-align: justify;">Various interactive cloth objects throughout the game: rugs, banners, curtains, flags, ropes, bunting.</li>
</ul>
<div id="attachment_6742" class="wp-caption aligncenter" style="width: 560px"><a href="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_1.jpg" rel="shadowbox[post-6734];player=img;" title="BatmanAC_PhysX_1_sm"><img class="size-full wp-image-6742  " title="BatmanAC_PhysX_1_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_1_sm.jpg" alt="" width="550" height="309" /></a><p class="wp-caption-text">Banknotes are simulated as invidial cloth pieces, affected by character and weapon movement</p></div>
<p style="text-align: justify;">But beauty comes with a burden, performance wise &#8211; <strong>GPU PhysX</strong> effects, especially coupled with <strong>DX 11</strong> features like <strong>tesselation</strong> or HBAO, can bring frame rate to its knees if your GPU is not fast enough.</p>
<div id="attachment_6775" class="wp-caption aligncenter" style="width: 560px"><a href="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_tess.jpg" rel="shadowbox[post-6734];player=img;" title="BatmanAC_tess_sm"><img class="size-full wp-image-6775 " title="BatmanAC_tess_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_tess_sm.jpg" alt="" width="550" height="294" /></a><p class="wp-caption-text">Various tesselation settings</p></div>
<p>Following table (based on NVIDIA testing) provides recommended baseline settings for specific GPUs to ensure the comfortable combination of playability and features (average frame rate of <span style="text-decoration: underline;">40-55 frames per second</span> and minimum 35 fps).</p>
<table style="border-collapse: collapse; margin-left: auto; margin-right: auto; margin-bottom: 10px;">
<tbody>
<tr>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>GPU</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Resolution</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Detail</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>PhysX</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>DX11</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>FXAA</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Ambient<br />
Occlusion</strong></td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 590</td>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080</td>
<td style="border: 1px solid #858585; padding: 5px;">Very High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">On</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 580</td>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080</td>
<td style="border: 1px solid #858585; padding: 5px;">Very High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">Normal</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">On</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 570</td>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">Normal</td>
<td style="border: 1px solid #858585; padding: 5px;">Medium</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 560 Ti</td>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">Normal</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
<td style="border: 1px solid #858585; padding: 5px;">Low</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 560 Ti</td>
<td style="border: 1px solid #858585; padding: 5px;">1680&#215;1050</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">Normal</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
<td style="border: 1px solid #858585; padding: 5px;">Low</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;"><strong>Batman: Arkham City</strong> is set for launch on November 22 in US and November 25 in EU.</p>
<p style="text-align: justify;">Don&#8217;t forget to visit PhysXInfo.com soon after game&#8217;s release for comparison PhysX video, screenshots and detailed overview.</p>
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		<title>PhysX Research: Oriented Particles solver through CUDA</title>
		<link>http://physxinfo.com/news/6621/physx-research-oriented-particles-solver-through-cuda/</link>
		<comments>http://physxinfo.com/news/6621/physx-research-oriented-particles-solver-through-cuda/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 15:23:02 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[Research]]></category>

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Earlier this year, Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA, has presented new universal solver that can be used simulate almost any kind of objects &#8211; rigid, plastic, cloth or soft body.
You can familiarize with this work via previously published research papers: Solid Simulation with Oriented Particles and Adding Physics to Animated Characters with Oriented [...]]]></description>
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<p style="text-align: justify;">Earlier this year, <a href="http://www.matthiasmueller.info/" target="_blank">Matthias Müller-Fischer</a>, PhysX SDK <strong>Research Lead</strong> in NVIDIA, has presented new universal solver that can be used simulate almost any kind of objects &#8211; rigid, plastic, cloth or soft body.</p>
<p style="text-align: justify;">You can familiarize with this work via previously published research papers: <a href="http://physxinfo.com/news/5759/physx-research-eulerian-water-simulation-and-solids-through-oriented-particles/">Solid Simulation with Oriented Particles</a> and <a href="http://physxinfo.com/news/6200/physx-research-adding-physics-to-animated-characters-with-oriented-particles/">Adding Physics to Animated Characters with Oriented Particles</a>.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/iUEogDRNtv8?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/iUEogDRNtv8?version=3&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Today, interesting video was revealed &#8211; it is showcasing impressive <strong>20x performance improvement</strong> for this type of simulation running on GPU through CUDA, in comparison to CPU execution (5 &#8220;Lionfish&#8221; objects on CPU vs 100 on GPU &#8211; in real-time).</p>
<p style="text-align: justify;">Sometimes findings of PhysX Research team are incorporated in PhysX/APEX products, and sometimes, for various reasons, they just become a research paper or presentation. We hope that in case with solver there will be only one option &#8211; first one.</p>
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		<title>Metro Last Light: developer talks about CPU and GPU PhysX support</title>
		<link>http://physxinfo.com/news/6503/metro-last-light-developer-talks-about-cpu-and-gpu-physx-support/</link>
		<comments>http://physxinfo.com/news/6503/metro-last-light-developer-talks-about-cpu-and-gpu-physx-support/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 12:28:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Metro Last Light]]></category>

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Metro: Last Light, sequel to Metro 2033 title, is aiming technology throne with DX 11, tesselation and support for GPU accelerated PhysX effects. PCGamesHardware.com had the chance to talk with Oles Shishkovtsov, Chief Technology Officer at 4A Games, about improvements that are planned for PC version of the game.


PC Games Hardware: You keep the support [...]]]></description>
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<p style="text-align: justify;"><a href="http://metro.thq.com/" target="_blank">Metro: Last Light</a>, sequel to <strong>Metro 2033</strong> title, is aiming technology throne with DX 11, tesselation and support for GPU accelerated PhysX effects. <em>PCGamesHardware.com</em> had the chance to talk with <strong>Oles Shishkovtsov</strong>, Chief Technology Officer at 4A Games, about improvements that are planned for PC version of the game.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6516" title="Metro_LL" src="http://physxinfo.com/news/wp-content/uploads/2011/10/Metro_LL.jpg" alt="" width="548" height="265" /></p>
<blockquote>
<p style="text-align: justify;"><strong><em>PC Games Hardware</em>: </strong>You keep the support for  <span style="text-decoration: underline;">GPU PhysX</span> in Metro Last Light. If so can we expect some improvements or  enhancements compared to Metro 2033 (e.g. soft bodies, debris, and  destructible environments)? What graphics card do you recommend for  maxed details in Full HD with Antialiasing? An upcoming Nvidia  Kepler-based Geforce for example? <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p style="text-align: justify;"><strong><em>Oles Shishkovtsov:</em> </strong>Yes,  you can expect <span style="text-decoration: underline;">a lot of improvements</span>, especially in destruction and  debris. The upcoming Geforce cards will be fully supported.</p>
<p style="text-align: justify;"><strong><em>PC Games Hardware:</em> </strong>When  benchmarking Metro 2033 we found out that the engine utilized more than  four cores of multicore CPUs if we were using the advanced PhysX  effects on CPU, so you are utilizing Nvidias PhysX SDK 3.x? Will all the  advanced PhysX effects only be available in PC version?</p>
<p style="text-align: justify;"><strong><em>Oles Shishkovtsov:</em> </strong>That&#8217;s  the common misconception that PhysX 2.X cannot be multithreaded.  Actually it is internally <span style="text-decoration: underline;">designed to be multithreaded</span>! The only thing –  it takes some programmer time to enable that multi-threading (actually  task generation), mostly to integrate with engine task-model and ensure  proper load-balancing. So, 2033 used PhysX 2.8.3, and Last Light uses  similar, a slightly modified version at the time of writing. And yes,  advanced PhysX effects will be available only on PC.</p>
</blockquote>
<p><a href="http://www.pcgameshardware.com/aid,852240/Metro-Last-Light-PC-aims-for-the-technology-throne-Developer-talks-about-DirectX-11-Tessellation-GPU-Physx-und-Co/News/" target="_blank"><tt>Read the full interview</tt></a></p>
<p style="text-align: justify;">Sounds good.</p>
<p style="text-align: justify;">However, we are hoping that this time <strong>Metro</strong> will be able to surprise us with more than two minor particle effects (<a href="http://physxinfo.com/data/vreview_metro.html">as in Metro 2033</a> &#8211; while &#8220;debris, smoke and dust&#8221; <a href="http://physxinfo.com/news/1881/metro-2033-interview-with-4a-games-on-physics-and-physx/">were promised</a>) and it won&#8217;t require &#8220;upcoming GeForce card&#8221; to run those GPU PhysX effects with playble framerate.</p>
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		<title>Exclusive: NVIDIA talks present and future of PhysX Technology</title>
		<link>http://physxinfo.com/news/6419/exclusive-nvidia-talks-present-and-future-of-physx-technology/</link>
		<comments>http://physxinfo.com/news/6419/exclusive-nvidia-talks-present-and-future-of-physx-technology/#comments</comments>
		<pubDate>Thu, 20 Oct 2011 15:43:29 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>

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		<description><![CDATA[Our exclusive interview with Ashu Rege, Tony Tamasi and Rev Lebaredian from NVIDIA]]></description>
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<p style="text-align: justify;">Almost four years has passed since NVIDIA aquired <a href="http://physxinfo.com/wiki/Ageia" target="_blank">Ageia</a> and presented their version of hardware accelerated <a href="http://physxinfo.com/wiki/NVIDIA_PhysX" target="_blank">PhysX Technology</a>. However, anyone who is watching <strong>GPU PhysX</strong> progress closely can say, that so far it has not shown any significant advancement &#8211; but is the <span style="text-decoration: underline;">fight already lost</span> or is it just <span style="text-decoration: underline;">taking time to harness up, but will ride fast</span>?</p>
<p style="text-align: justify;">We got a chance to chat with <strong>Tony Tamasi</strong>, Senior Vice President of Content &amp; Technology in NVIDIA, <strong>Ashu Rege</strong>, Vice President of Content &amp; Technology, and <strong>Rev Lebaredian</strong>, Director of Engineering, to clear up these questions, and recieve some insider information on future development plans for PhysX SDK and NVIDIA APEX toolset.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Over last years, amount of GPU PhysX games is actually decreasing. There were five games in 2009, three in 2010 and so far only one in 2011. How can you explain that?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #ff6600;"><strong><span style="color: #800000;">Tony Tamasi:</span> </strong></span>It was a choice on our part. We had a large amount of resources we could otherwise dedicate to content, but we needed to advance the core technology. We needed to get PhysX 3 done, and we needed to get APEX done to the degree where it is usable by game developers. We had to put a lot of resources there, which meant that some of those resources weren’t directly working on games.</p>
<p style="text-align: justify; padding-left: 30px;">But in the long term, game developers can actually use PhysX and APEX, and make use of the GPU without significant amounts of effort, so that a year or two years from now more games will come out using GPU physics.</p>
<div id="attachment_6440" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6440 " title="alice_fl" src="http://physxinfo.com/news/wp-content/uploads/2011/10/alice_fl.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Alice: Madness Returns - most recent GPU PhysX title</p></div>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> When we initially acquired Ageia, we made a big effort to move many games over to GPU PhysX.  We learned a lot in that period of time: getting GPU physics into games, what are the problems, what works and what doesn’t. That gave us the opportunity to regroup, refocus, and figure out how to do it correctly.</p>
<p style="text-align: justify; padding-left: 30px;">We made a conscious decision.  After we did a bunch of PhysX and APEX games in 2009 and early 2010,  we said “Ok, we have learned enough, we need to sit down and focus on finishing APEX and changing it based on what  we just learned, as well as PhysX 3”. Doing as many titles as we were doing before was just going to slow us down.</p>
<p style="text-align: justify; padding-left: 30px;">It made more sense to slow down the content pipeline but get the tools right, but that puts us in the position when once those are complete, it is actually less work for us to get PhysX in games.</p>
<p style="text-align: justify; padding-left: 30px;">This slowdown has not been because of any problems. It is something that we have decided to do.</p>
<p style="text-align: justify;"><span id="more-6419"></span><strong><span style="color: #008080;">PhysXInfo.com:</span> So NVIDIA APEX is supposed to give developers the tools for easy creation on physical content in games, and you will receive GPU PhysX support as a byproduct. Is this idea working already?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> It won’t be 100% free. Anytime you’re going to change the quality of something, you’re going to have the artists and level designers do a little bit of work to tweak it so it will look right.</p>
<p style="text-align: justify; padding-left: 30px;">Sure, let’s say if you have clothing you can just increase the number of vertices or increase the number of bodies for something with destruction, but most likely they going to want to tune it at different levels.</p>
<p style="text-align: justify; padding-left: 30px;">What we are trying to do with APEX is minimize that work. If you spend 10 hours putting together a set of assets for consoles, it shouldn’t take you another 10 hours to do the GPU stuff, maybe an additional half hour—depending on the developers and game in question obviously.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> And  I can actually tell you for sure, when we first started on the GPU PhysX effort, it often took more time to do the GPU physics work than core physics work, which is not the right balance. So we have to get the balance to make it incremental effort.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span> If you compare some games with APEX and GPU PhysX from one or two years ago, with some other games we are working on today, we have improved by 4-5 times in terms of less man-hours of work to get GPU PhysX done.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So how many GPU PhysX games are we going to see in upcoming years?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> I think you’ll see more GPU PhysX games next year than you did this year, and I would expect to see a lot more in 2013. PhysX 3 and APEX are now just getting integrated–that’s why you see that kind of lag.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> We’ve also taken steps to integrate it [APEX/GPU PhysX] in major engines, like UE3—that enables a lot more developers to be able to use it out of the box now. When we did the GPU titles in 2009, essentially we have to do that integration each time. So there should be a large increase in GPU physics content just because it’s easier.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>And for how long are you planning to further develop and use PhysX Technology?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> As long as we can see!</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Ashu Rege:</span></strong> The interesting thing is that we haven’t even touched, frankly, the surface of the cool new things that can be done in many directions; things like heightfield fluid simulation, better cloth–I mean, there are so many different improvements, for both algorithms and technology as well as improvement for the tools so developers can integrate these features much faster.</p>
<p style="text-align: justify; padding-left: 30px;">So yes, we keep working.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Is the fact that GPU PhysX is exclusive to NVIDIA some kind of barrier for GPU PhysX adoption?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> It is not a secret that most of game developers are concerned about consoles. PC for them is a smaller SKU usually, so PhysX not running on competitor GPUs  does not really matter that much to them.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> For every title we have worked on; for every one that I’m aware, that was never a reason for someone to use or not to use GPU PhysX.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Do you have any plans to port GPU PhysX to DX11 (Direct Compute) or OpenCL?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> No plans to do it. Maybe if there will be a good reason for that in the future, but there is no current plan.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So developers are not asking you to port GPU PhysX to OpenCL?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> Nope.</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> No.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are GPU PhysX effects going to be friendlier to multi-core CPUs in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> You can use multi-core CPUs in PhysX 2.8, but it requires a lot of extra work to do that.  In PhysX 3 most solvers are parallelized across as many threads as are available.</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> It is usually not possible to get linear scaling with increasing numbers of CPU cores automatically. It is not reasonable to expect that if you’ll throw 8 cores at it, it will be 8 times faster.  However, we’ve done a lot of work in PhysX 3 to maximize usage of multiple CPU cores whenever possible.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What do you think about Hybrid PhysX? Isn’t it for good?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Good at what cost?</p>
<p style="text-align: justify; padding-left: 30px;">Supporting it would be a huge amount of QA for us, and it would be weird too – if we’ll find a bug in AMD’s drivers, what will we do?</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span>For the foreseeable future we will not supporting it officially. If it works- it works, if some guys can figure out how to make it work – great for them.</p>
<p style="text-align: justify;"><em>After discussion of common topics, we have moved to more specific questions regarding PhysX SDK and NVIDIA APEX toolset.</em></p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> New PhysX SDK 3. Has it already equals the hopes or was it waste of time, which has created more problems that it has solved?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>As far as I can tell, every developer we talked to is happy with it.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> We have had developers demand to use it over 2.8, and that’s actually accelerated our plans for getting APEX working with it.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhyXInfo.com: </span>So developers now prefer PhysX 3 over 2.8?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> Yes.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span>We build it to satisfy all their needs, so it would be really strange if they won’t use it. And we will be continuing to improve it to meet what developers are asking for.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Will PhysX SDK support next-generation consoles in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Here is what we can say: we will always support all platforms that are relevant to our developers, so when the next generation consoles will become a reality, we will be on it.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Will PhysX SDK remain focused on games/game development area only?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>The focus is games. People can use it for visual effects or for manufacturing–that is awesome. And if we can do some incremental work to enable them, we’ll do that when we can, but the focus is games.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are you thinking about enhancing PhysX/APEX product line with additional middleware packages, for animation or AI simulation, for example?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> We work closely with our partners, with Natural Motion, with Autodesk, with game engine guys, but we are not interested in participating in that market; making money selling software. So it is not our goal to enter all of these areas.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What is the current development course for NVIDIA APEX?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> We have decided to currently focus on two modules that have the highest priority for game developers – Clothing and Destruction.</p>
<div id="attachment_6453" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6453" title="EvE_APEX" src="http://physxinfo.com/news/wp-content/uploads/2011/10/EvE_APEX.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">EvE Online: APEX Clothing will make your hair long and silky</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> When we are going to see APEX with PhysX SDK 3 support? What are going to be the benefits, in comparison to current APEX with SDK 2.8?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> Internally we already have version that works with PhysX 3. That’s one of the things on the roadmap. APEX 1.2 is going to be the first version of APEX we’ll release that will support PhysX 3.</p>
<p style="text-align: justify; padding-left: 30px;">Essentially, the benefits will be all the benefits that you get from PhysX 3 – better performance, and we’ll have all new features, new solvers, and all that kind of stuff.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Are you planning to port APEX to mobile platforms?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Yes.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> Internally, we already have all of those working.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> And as soon as mobile devices will support CUDA, we’ll have GPU computation on mobile devices too.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> APEX Destruction 1.1 will include fully functional GPU Rigid body solver (you were able to see in Art Gallery demo at GDC 11) – can you provide more details about it? Is this already finished technology or first iteration with many improvements to come?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> We’ve done a lot of work on it since the Art Gallery demo last GDC.  It is more robust now, and behavior is better.  It is essentially the same, or maybe in some cases even better quality than the rigid body behavior in PhysX 2.8</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> We are at the point right now where we have three baseline things working–behavior, robustness and performance. We are continuing to enhance and improve it, especially on the performance front. It is using the exact same API [as CPU RB], except some pieces of the API are not implemented yet, so things like joints are not done.</p>
<p style="text-align: center;">
<div id="attachment_6490" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6490 " title="UDK_GRB" src="http://physxinfo.com/news/wp-content/uploads/2011/10/UDK_GRB.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Art Gallery demo was featuring GPU Rigid Body physics with up to 10 000 individual objects</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What other features are planned for future versions of APEX Destruction?</strong></p>
<p style="padding-left: 30px; text-align: justify;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> There are lots of things we want to do with Destruction, real-time fracturing instead of pre-fracturing, all kinds of stuff. There are a lot of things in the plan and we have ideas on how to implement a lot of them, but what ends up driving features is the content. We work with game developers, see what it is they want, and we will change the priority based on demand.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> New clothing solver was introduced in PhysX SDK 3.1. How does it compare to the previous one?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> It is faster and more stable, but it is not complete in terms of the feature set that is in PhysX 2.8, but we are adding those in the future.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are you going to expand this new solver with all the missing functionality, or add additional specialized solvers in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> For collision geometry and similar features, we’ll expand the same solver. We haven’t decided yet, if we’ll want to introduce tearing for example.  That is a likely candidate for a different solver, because it never quite solved this problem correctly anyway. Sometimes it is better to have different solvers that solve different problems.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Will it support multi-core CPUs to the full extent?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>Yes</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Are you planning to add this new clothing solver to 2.8 PhysX SDK?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian: </strong></span>The plan is if the developers are using PhysX 3.1, they can just use the new solver. If the developers are using 2.8 and they can’t switch to 3.1 for whatever reason, we can take the solver and make it build with APEX, so that they can continue to use PhysX 2.8 for all of their normal physics stuff and also use the 3.1 cloth solver with APEX Clothing.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Is authoring pipeline going to be different for new solver?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian: </strong></span>There are some modifications we’ve made. The parameter space is different and there are some new features, like tapered capsules for collision geometry–we obviously had to change DCC plug-in to support that.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> When are we going to see new clothing solver in action?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>In games shipping next year.</p>
<p><em>As for us, all of the above sounds trustworthy enough and yet promising.</em></p>
<p><em>And what do you think ? Tell us in comments.</em></p>
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		<title>PhysX Research: adding physics to animated characters with Oriented Particles</title>
		<link>http://physxinfo.com/news/6200/physx-research-adding-physics-to-animated-characters-with-oriented-particles/</link>
		<comments>http://physxinfo.com/news/6200/physx-research-adding-physics-to-animated-characters-with-oriented-particles/#comments</comments>
		<pubDate>Wed, 14 Sep 2011 20:14:05 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[Research]]></category>

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Another interesting research paper was published by Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.
Update: Oriented Particles solver through CUDA

It is called Adding Physics to Animated Characters with Oriented Particles and it further expands oriented particles approach with techniques for simulation of clothing on animated characters.
Abstract:

We present a method to enhance the realism of [...]]]></description>
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<p style="text-align: justify;">Another interesting research paper was published by <a href="http://www.matthiasmueller.info/" target="_blank">Dr. Matthias Müller-Fischer</a>, PhysX SDK <strong>Research Lead</strong> in NVIDIA.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/6621/physx-research-oriented-particles-solver-through-cuda/">Oriented Particles solver through CUDA</a></p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6203" title="PhysX_Research_OP" src="http://physxinfo.com/news/wp-content/uploads/2011/09/PhysX_Research_OP.jpg" alt="" width="550" height="192" /></p>
<p style="text-align: justify;">It is called <a href="http://www.matthiasmueller.info/publications/animParticles.pdf" target="_blank">Adding Physics to Animated Characters with Oriented Particles</a> and it further expands <a href="http://physxinfo.com/news/5759/physx-research-eulerian-water-simulation-and-solids-through-oriented-particles/" target="_blank">oriented particles</a> approach with techniques for simulation of clothing on animated characters.</p>
<p><strong>Abstract:</strong></p>
<blockquote>
<p style="text-align: justify;">We present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to incorporate animation information. In addition, we introduce techniques to increase the stability of the original method in order to make it suitable for the fast and sudden motions that typically occur in computer games. We also propose a method for the semi-automatic creation of particle representations from arbitrary visual meshes. This way, our technique allows us to simulate complex geometry such as hair, thick cloth with ornaments and multi-layered clothing, all interacting with each other and the animated character.</p>
</blockquote>
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		<title>PhysX Fluids in Alice: Madness Returns</title>
		<link>http://physxinfo.com/news/5934/physx-fluids-in-alice-madness-returns/</link>
		<comments>http://physxinfo.com/news/5934/physx-fluids-in-alice-madness-returns/#comments</comments>
		<pubDate>Fri, 24 Jun 2011 22:27:28 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Alice]]></category>
		<category><![CDATA[SPH Fluids]]></category>

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NVIDIA has published a technical article, related to Smoothed Particle Hydrodynamics (SPH) fluid simulation method, used in as part of GPU PhysX effects in recently released Alice: Madness Return title.

As we said before, overall level of PhysX particle effects is impressive, but fluid dynamics itself can only be called &#8211; decent. We already saw more [...]]]></description>
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<p style="text-align: justify;">NVIDIA has published a <a href="http://developer.nvidia.com/content/fluid-simulation-alice-madness-returns" target="_blank">technical article</a>, related to <strong>Smoothed Particle Hydrodynamic</strong>s (SPH) fluid simulation method, used in as part of <strong>GPU PhysX</strong> effects in recently released<a href="http://physxinfo.com/data/vreview_alice.html" target="_blank"> Alice: Madness Return</a> title.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/3Y23IfCCmlM?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/3Y23IfCCmlM?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">As we said before, overall level of PhysX particle effects is <span style="text-decoration: underline;">impressive</span>, but fluid dynamics itself can only be called &#8211; <span style="text-decoration: underline;">decent</span>. We already saw more detailed SPH-fluids in <a href="http://physxinfo.com/data/vreview_cryostasis.html" target="_blank">Cryostasis</a> (up to 30 000 particles), gameplay affecting fluids in <a href="http://physxinfo.com/data/vreview_cm2.html" target="_blank">Crazy Machines 2</a> and even SPH based smoke in <a href="http://physxinfo.com/data/vreview_batman.html" target="_blank">Batman: Arkham Asylum</a> and <a href="http://physxinfo.com/data/vreview_maf2.html" target="_blank">Mafia II</a>.</p>
<p style="text-align: justify;">What we are really expecting from upcoming PhysX games, are next-gen fluid solvers like those showcased in this <a href="http://www.youtube.com/watch?v=Jl54WZtm0QE" target="_blank">PhysX research video</a> or in <a href="http://www.youtube.com/watch?v=g5LkSYQG7o4" target="_blank">Raging Rapids Ride</a> demo, for example.</p>
<p style="text-align: justify;">However, if you are interested in SPH-fluid simulation technique and particles rendering, we recommend you to familiarize with following materials (in addition to the article this post is related to &#8211; which is an <span style="text-decoration: underline;">interesting read</span> anyway):</p>
<ul>
<li><a href="http://sa08.idav.ucdavis.edu/CUDA_physx_fluids.Harris.pdf" target="_blank">CUDA Fluid Simulation in NVIDIA PhysX</a></li>
<li><a href="http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf" target="_blank">Screen Space Fluid Rendering for Games </a></li>
</ul>
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		<title>Alice: Madness Returns PhysX benchmarks roundup</title>
		<link>http://physxinfo.com/news/5921/alice-madness-returns-physx-benchmarks-roundup/</link>
		<comments>http://physxinfo.com/news/5921/alice-madness-returns-physx-benchmarks-roundup/#comments</comments>
		<pubDate>Fri, 24 Jun 2011 10:30:39 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Alice]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[Benchmark]]></category>

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Alice: Madness Returns &#8211; first game with GPU PhysX support this year and title with most impressive PhysX particle effects.
To determine hardware PhysX performance patterns and GPU requirements we tried to gather all PhysX focused articles and benchmarks, available so far.
[18.06.2011] Alice: Madness Returns GPU test by GameGpu.ru
One of the first articles with proper GPU [...]]]></description>
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<p style="text-align: justify;"><a href="http://physxinfo.com/data/vreview_alice.html/" target="_blank">Alice: Madness Returns</a> &#8211; first game with <strong>GPU PhysX</strong> support this year and title with most impressive PhysX particle effects.</p>
<p style="text-align: justify;">To determine hardware PhysX performance patterns and GPU requirements we tried to gather all PhysX focused articles and benchmarks, available so far.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[18.06.2011]</span> <a href="http://gamegpu.ru/Action-/-FPS-/-TPS/Alice-Madness-Returns-test-GPU.html" target="_blank"><strong>Alice: Madness Returns GPU test</strong></a> by <span style="text-decoration: underline;">GameGpu.ru</span></p>
<p style="text-align: justify;">One of the first articles with proper GPU PhysX benchmarks.</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-5925" title="gamegpu_alice_2" src="http://physxinfo.com/news/wp-content/uploads/2011/06/gamegpu_alice_2.jpg" alt="" width="550" height="360" /></p>
<p style="text-align: justify;">According to their test, only top level NVIDIA GPUs can ensure decent framerate, while used for both graphics and PhysX calculations (however, from our experience, only most intensive PhysX scenes are affecting performance so negative).</p>
<p><span id="more-5921"></span></p>
<p style="text-align: justify;">Benchmarks of dedicated PhysX cards are also included:</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-5923" title="gamegpu_alice_1" src="http://physxinfo.com/news/wp-content/uploads/2011/06/gamegpu_alice_1.jpg" alt="" width="550" height="549" /></p>
<p style="text-align: justify;">As you may see, dependance is non-linear &#8211; from certain point using more powerfull GPU is not resulting in framerate increase.</p>
<p><span style="color: #ff0000;">[13.07.2011]</span> <a href="http://www.bjorn3d.com/read.php?cID=2086&amp;pageID=10732" target="_blank"><strong>Alice: Madness Returns Review</strong></a> by <span style="text-decoration: underline;">Bjorn3D.com</span></p>
<p style="text-align: justify;">Standart game review with small benchmarking part</p>
<table style="border-collapse: collapse; margin-left: auto; margin-right: auto; margin-bottom: 10px;">
<tbody>
<tr>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Resolution/Settings</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Performance -<br />
2x GTX 580 SLI</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Performance -<br />
GTX 580</strong></td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080 in 3D, Max, High PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">39.14 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">28.4 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080 in 3D, Max, Medium PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">47.11 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">35.17 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080 in 3D, Max, Low PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">60 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">58.48 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080, Max, High PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">104 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">57 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080, Max, Medium PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">118 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">63 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080, Max, Low PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">148 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">81 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1600&#215;900, Max, Low PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">156 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">89 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1280&#215;720, Max, Low PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">172 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">101 FPS</td>
</tr>
</tbody>
</table>
<blockquote>
<p style="text-align: justify;">Second of all, Alice has some fantastic PhysX features, though we&#8217;ve noticed a big performance decrease when PhysX is set to High. Medium keeps most of the PhysX effects, and users can get better FPS while gaming without sacrificing too much from the effects</p>
</blockquote>
<p style="text-align: justify;"><span style="color: #ff0000;">[18.08.2011]</span> <strong><a href="http://pctuning.tyden.cz/multimedia/hry-a-zabava/21785-alice-madness-returns-gpu-fyzika-v-akci" target="_blank">Alice: Madness Returns — GPU fyzika v akci</a></strong> by <span style="text-decoration: underline;">PCtuning</span></p>
<p style="text-align: justify;">Checz article, includes good set of GPU and CPU benchmarks, with various PhysX settings.</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-6042" title="alice_PhysX_pctuning" src="http://physxinfo.com/news/wp-content/uploads/2011/06/alice_PhysX_pctuning.png" alt="" width="550" height="446" /></p>
<p style="text-align: center;"><em>– We’ll update this post as more articles emerge –</em></p>
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		<title>PhysX Research: Eulerian Water Simulation and Solids through Oriented Particles</title>
		<link>http://physxinfo.com/news/5759/physx-research-eulerian-water-simulation-and-solids-through-oriented-particles/</link>
		<comments>http://physxinfo.com/news/5759/physx-research-eulerian-water-simulation-and-solids-through-oriented-particles/#comments</comments>
		<pubDate>Thu, 19 May 2011 07:54:10 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[Fluids]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Solids]]></category>

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Two new research papers have landed on a homepage of Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA and NovodeX co-founder.
Fisrst one, called &#8220;Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid&#8220;, presents further impovements to the real-time hybrid fluid solver, that we were able to see in recent demos like Lighhouse and [...]]]></description>
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<p style="text-align: justify;">Two new research papers have landed on a homepage of <a href="http://www.matthiasmueller.info/" target="_blank">Dr. Matthias Müller-Fischer</a>, PhysX SDK <strong>Research Lead</strong> in NVIDIA and <a href="http://physxinfo.com/wiki/NovodeX">NovodeX</a> co-founder.</p>
<p style="text-align: justify;">Fisrst one, called &#8220;<a href="http://www.matthiasmueller.info/publications/tallCells.pdf">Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid</a>&#8220;, presents further impovements to the real-time <strong>hybrid fluid solver</strong>, that we were able to see in recent demos like <a href="http://physxinfo.com/news/4331/physics-demos-from-nvidia-gtc-keynote/">Lighhouse</a> and <a href="http://physxinfo.com/news/2522/nvidia-physx-demo-raging-rapids-ride/">Raging Rapids Ride</a>.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Jl54WZtm0QE?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/Jl54WZtm0QE?version=3&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>Abstract:</strong></p>
<blockquote>
<p style="text-align: justify;">We present a new Eulerian fluid simulation method, which allows real-time simulations of large scale three dimensional liquids. Such scenarios have hither to been restricted to the domain of off-line computation. To reduce computation time we use a hybrid grid representation composed of regular cubic cells on top of a layer of tall cells. With this layout water above an arbitrary terrain can be represented without consuming an excessive amount of memory and compute power, while focusing effort on the area near the surface where it most matters. Additionally, we optimized the grid representation for a GPU implementation of the fluid solver.</p>
<p style="text-align: justify;">To further accelerate the simulation, we introduce a specialized <span style="text-decoration: underline;">multigrid algorithm</span> for solving the Poisson equation and propose solver modifications to keep the simulation stable for large time steps. We demonstrate the efficiency of our approach in several real-world scenarios, all running above 30 frames per second on a modern GPU. Some scenes include additional features such as two-way rigid body coupling as well as particle representations of sub-grid detail.</p>
</blockquote>
<p style="text-align: justify;">We badly want to see this one in further releases of <a href="http://physxinfo.com/wiki/PhysX_SDK_3.x">PhysX SDK 3</a> or <a href="http://physxinfo.com/wiki/Category:APEX" target="_blank">APEX</a>.</p>
<p><span id="more-5759"></span></p>
<p style="text-align: justify;">Second paper &#8211; <a href="http://www.matthiasmueller.info/publications/orientedParticles.pdf">Solid Simulation with Oriented Particles</a> &#8211; describes universal solver, based on Position Based Dynamics and Shape Matching approach, that can be used to simulate rigid, plastic, cloth or soft body objects.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/6621/physx-research-oriented-particles-solver-through-cuda/">Oriented Particles solver through CUDA</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/LRHqs4GJuCA?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/LRHqs4GJuCA?version=3&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><strong>Abstract:</strong></p>
<blockquote>
<p style="text-align: justify;">We propose a new fast and robust method to simulate various types of solid including rigid, plastic and soft bodies as well as one, two and three dimensional structures such as ropes, cloth and volumetric objects. The underlying idea is to use oriented particles that store rotation and spin, along with the usual linear attributes, i.e. position and velocity. This additional information adds substantially to traditional particle methods. First, particles can be represented by anisotropic shapes such as ellipsoids, which approximate surfaces more accurately than spheres.</p>
<p style="text-align: justify;">Second, shape matching becomes robust for sparse structures such as chains of particles or even single particles because the undefined degrees of freedom are captured in the rotational states of the particles. Third, the full transformation stored in the particles, including translation and rotation, can be used for robust skinning of graphical meshes and for transforming plastic deformations back into the rest state.</p>
</blockquote>
<p>Another interesting idea, that is welcomed in future PhysX SDK versions.</p>
<p><tt>Thanks for AquaGeneral for a hint<br />
</tt></p>
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