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Archive for the ‘GameWorks’ Category

NvCloth source code is available as well

with one comment

Alongside with Blast 1.0 release, NVIDIA has revealed NvCloth – a new cloth simulation solution, that is intended to replace the APEX Clothing module.

NvCloth features fast and robust cloth simulation, offers efficient collision detection suitable for animated characters and provides low level interface with little overhead and easy integration.

Simulation can be executed on CPU, or CUDA/DX11 capable GPUs.

NvCloth 1.0 source code branch can be accessed at github.com/NVIDIAGameWorks/NvCloth.

Please Note that you’ll require an approved GitHub account, as described here.

Written by Zogrim

March 11th, 2017 at 11:10 pm

Posted in GameWorks

Tagged with , ,

NVIDIA Blast source code released

with one comment

Fulls source code of NVIDIA Blast, new destruction simulation module, is now available on GitHub.

Redesigned from the ground up, Blast is a replacement for the APEX Destruction module, focused on providing better performance, scalability and flexibility. While featuring default PhysX SDK integration, Blast can be used with any physics simulation solution.

More info on NVIDIA Blast 1.0 release is available here.

Blast 1.0 source code branch can be accessed at github.com/NVIDIAGameWorks/Blast.

Please Note that you’ll require an approved GitHub account, as described here.

Written by Zogrim

March 10th, 2017 at 7:32 pm

Posted in GameWorks

Tagged with ,

Ghost Recon: Wildlands will be the first game to support NVIDIA Turf Effects

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According to this video from latest NVIDIA press event, a new grass simulation technology called NVIDIA Turf Effects will make it first appearence in the Ghost Recon: Wildlands title from Ubisoft.

This video segment is narrated as follows:

When heading into open space, the Ghosts will find themselves surrounded by realistic grass plains, featuring improved physics interations with the help of the Turf tech

As mentioned in the previous announcement, Turf Effects module will feature DX12 implementation and most likely won’t be exclusive for NVIDIA GPUs.

Written by Zogrim

March 1st, 2017 at 11:05 pm

Posted in GameWorks, PhysX Games

Tagged with ,

NVIDIA FLEX SDK 1.1 is available for download

with one comment

NVIDIA has revealed latest version of the unified simulation solver – FLEX.

Update: official announcement from NVIDIA

Major feature of this release is the introduction of DX11/DX12 support, in addition to default CUDA implementation, so FLEX solver will run across all compatible graphics cards including AMD and Intel ones.

NVIDIA FLEX SDK 1.1.0: Release Notes

  • New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX
  • Add support for DirectX, in addition to CUDA there is now a cross-platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against
  • Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration
  • Add support to querying compute device, see NvFlexGetDeviceName()
  • Add support for flushing compute queue, see NvFlexFlush()
  • Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device
  • Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos
  • Add support for CUDA 8.0.44
  • Read the rest of this entry »

    Written by Zogrim

    March 1st, 2017 at 8:28 pm

    Posted in GameWorks

    Tagged with ,

    GDC 2017: NVIDIA Gameworks goes DX12 and more !

    with 3 comments

    Quite an interesting beginning of GDC 2017NVIDIA has not only presented their newest flagship GPU, GeForce GTX 1080 Ti, but also announced several additions to the GameWorks libraries.

    Let’s take a closer look.

    FleX & Flow

    NVIDIA FleX, unified particle-based solver, and NVIDIA Flow, an engine for simulation of smoke and fire, now both feature hardware agnostic DX12 implementation !

    This is exciting news not only for gamers, but also for 3d party companies, already utilizing FleX in their products, such as Lucid Physics from Ephere.

    Read the rest of this entry »

    Written by Zogrim

    March 1st, 2017 at 10:04 am

    NVIDIA presents Cataclysm liquid solver for Unreal Engine 4

    with 3 comments

    Without any broad announcement (yet, probably), NVIDIA has released a Unreal Engine 4 custom source code branch with the integration of the completely new GPU fluid solver called Cataclysm.

    Update: as confirmed by the developers, Cataclysm solver is based on DX Compute shaders, not CUDA

    The Cataclysm uses a custom FLIP based GPU solver combined with Unreal Engine 4’s GPU Particles with Distance Field Collisions. Cataclysm can simulate up to two million liquid particles within the UE4 engine in real time.

    A FLIP (Fluid-Implicit Particle) solver is a hybrid grid and particle technique for simulating fluids. All Information for the fluid simulation is carried on particles, but the solution the the physical simulation of the liquid is carried out on a grid. Once the grid solve is complete, the particles gather back up the information they need from the grid move forward in time to the next frame.

    Read the rest of this entry »

    Written by Zogrim

    July 24th, 2016 at 12:39 pm

    NVIDIA FLEX SDK 1.0 released

    without comments

    NVIDIA has just released a new version of the FLEX universal particle solver.

    nvidia-physx

    NVIDIA FLEX SDK 1.0.0: Release Notes

  • Added support for reporting collision shape ids, and trigger volume shapes, see flexGetContacts()
  • Optimizations to host code performance
  • Fix for potential memory leak in SDF object destruction
  • Fix for potentially missed collisions during convex shape CCD
  • Fix for incorrect bounds computation during flexSetShapes() (if not specified by user)
  • Fix for initial shape translations being incorrect when using a transform with flexExtCreateInstance()
  • Move flexExt.h header to the /include folder
  • FLEX SDK 1.0 can be downloaded at GameWorks Download Center (registration guide).

    Written by Zogrim

    March 18th, 2016 at 11:24 am

    Posted in GameWorks, PhysX Middleware, PhysX Tools

    Tagged with

    Fallout 4 beta patch adds Nvidia FLEX based particle debris effects

    without comments

    Recent 1.3 Beta update (availabe through Steam on PC) for Fallout 4, among various bug fixes, adds several new graphics features – HBAO+ ambient occlusion and, suprisingly, physically simulated debris effects from bullet impacts, exclusive to NVIDIA GPUs.

    (You can also find some comparison videos on YouTube – Link 1, Link 2)

    More intersting, said effects are completely based on the new NVIDIA FLEX solver, and are not using any portions of PhysX SDK, like many other GPU PhysX games.

    Read the rest of this entry »

    Written by Zogrim

    January 16th, 2016 at 6:32 pm

    Posted in GameWorks, PhysX Games

    Tagged with , , ,

    Introducing NVIDIA HairWorks: fur and hair simulation solution

    with 9 comments

    Real-time simulation and rendering of realistic hair/fur, consisting of multiple strands, is gettng much attention these days – one can easily name a TressFX solution, developed by AMD.

    A competitive response from NVIDIA, new hair and fur simulation technology, which is now officially called NVIDIA HairWorks, was firstly showcased at The Witcher 3 presentation half a year ago and recently used in an actual game title – Call of Duty: Ghosts – to provide “Dynamic Fur” simulation for animal characters.

    In comparison to other GPU accelerated physics features, Dynamic Fur was implemented through DirectCompute, which opens it for AMD users as well.

    Tae-Yong Kim, physics programmer at NVIDIA, has agreed to answer some of our questions about HairWorks solution in general, and Call of Duty: Ghosts integration in particular.

    Read the rest of this entry »

    Written by Zogrim

    January 16th, 2014 at 11:33 am

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