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	<title>PhysXInfo.com - PhysX News &#187; Other</title>
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	<link>http://physxinfo.com/news</link>
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		<title>Manju Hedge, former CUDA and PhysX VP, is leaving NVIDIA to join AMD</title>
		<link>http://physxinfo.com/news/3060/manju-hedge-former-cuda-and-physx-vp-is-leaving-nvidia-to-join-amd/</link>
		<comments>http://physxinfo.com/news/3060/manju-hedge-former-cuda-and-physx-vp-is-leaving-nvidia-to-join-amd/#comments</comments>
		<pubDate>Tue, 25 May 2010 14:48:48 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[Ageia PPU]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Nvidia]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3060</guid>
		<description><![CDATA[
KitGuru website has brought us news that Manju Hedge, former CUDA and PhysX Solutions Vice President (previously &#8211; CEO and co-founder of Ageia) has left NVIDIA to join AMD.
Our own sources at NVIDIA are indicating  &#8211; this information is truthful.
However, according to our data, Manju departure won&#8217;t affect PhysX (he hasn&#8217;t been working on PhysX [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="alignnone size-full wp-image-3080" title="manju_1" src="http://physxinfo.com/news/wp-content/uploads/2010/05/manju_1.jpg" alt="" width="370" height="313" /></p>
<p style="text-align: justify;"><a href="http://www.kitguru.net/components/graphic-cards/faith/nvidias-vp-for-cuda-and-physx-moves-to-amd/" target="_blank">KitGuru</a> website has brought us news that <strong>Manju Hedge</strong>, former CUDA and PhysX Solutions Vice President (previously &#8211; CEO and co-founder of Ageia) <strong>has left NVIDIA</strong> to <strong>join AMD</strong>.</p>
<p style="text-align: justify;">Our own sources at NVIDIA are indicating  &#8211; <strong>this information is truthful</strong>.</p>
<p style="text-align: justify;">However, according to our data, Manju departure <strong>won&#8217;t affect</strong> PhysX (he hasn&#8217;t been working on PhysX for over a year) or CUDA development process in NVIDIA, and his new roll in AMD <strong>won&#8217;t be connected</strong> to game physics related projects (instead, Manju is going to be involved in ISV recruitment).</p>
<p style="text-align: justify;"><strong>Update:</strong> Pursuant to <a href="http://www.forbes.com/feeds/businesswire/2010/05/27/businesswire140261121.html" target="_blank">latest press-release</a>, Manju Hedge will lead <strong>AMD Fusion Experience Program</strong>.</p>
<p style="text-align: justify;"><strong>Update #2:</strong> from <a href="http://www.xbitlabs.com/news/cpu/display/20100527073143_Ex_Nvidia_CUDA_PhysX_Guru_Joins_AMD_to_Promote_Heterogeneous_Multi_Core_Chips.html" target="_blank">X-bit Labs</a> article</p>
<blockquote>
<p style="text-align: justify;">In particular, [Manju Hedge] will manage the developer relations teams that help  independent software developers (ISVs) to implement program code  optimized for heterogeneous multi-core microprocessors.</p>
</blockquote>
<p style="text-align: justify;">We want to thanks <strong>Manju Hedge</strong> for awesome work on PhysX front and wish him best of luck with this new assignment !</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>pCubee: 3D display cube</title>
		<link>http://physxinfo.com/news/2730/pcubee-3d-display-cube/</link>
		<comments>http://physxinfo.com/news/2730/pcubee-3d-display-cube/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 12:17:49 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[Research]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2730</guid>
		<description><![CDATA[Interesting research project, called pCubee &#8211; five-paneled LCD cube that gives users the appearance that virtual objects are inside and product of two years of work by students at the University of British Columbia &#8211; has drawn our attention recently. Why ? Because software part of pCubee is based on Open Scene Graph and PhysX [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Interesting research project, called <a href="http://www.cubee.ca/" target="_blank">pCubee</a> &#8211; five-paneled LCD cube that gives users the appearance that virtual objects are inside and product of two years of work by students at the <em>University of British Columbia</em> &#8211; has drawn our attention recently. Why ? Because software part of <strong>pCubee</strong> is based on <strong>Open Scene Graph</strong> and <strong>PhysX SDK.</strong></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" 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/xI4Kcw4uFgs&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/xI4Kcw4uFgs&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">As you may see, <strong>pCubee </strong>can handle not only simple rigid bodies collisions, but also more complicated objects, like softbodies (1:20 &#8211; 1:27) and particle systems.</p>
<p style="text-align: justify;">Gonna be interesting to see if this project will evolve from concept to something more consistent, like game console or other consumer entertainment product.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Supersonic Sled Demo available for download</title>
		<link>http://physxinfo.com/news/2623/supersonic-sled-demo-available-for-download/</link>
		<comments>http://physxinfo.com/news/2623/supersonic-sled-demo-available-for-download/#comments</comments>
		<pubDate>Sat, 27 Mar 2010 10:39:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[GF100]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2623</guid>
		<description><![CDATA[Supersonic Rocket Sled &#8211; DX11 and PhysX technology demo from Nvidia is finally available for download (221 mb). Unfortunately, you won&#8217;t be able to run it until you have GTX 400 Series GPU.

You can download Supersonic Sled demo from here
]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://physxinfo.com/news/1964/rocket-sled-dx11-and-physx-features-trailer/" target="_blank">Supersonic Rocket Sled</a> &#8211; <strong>DX11</strong> and <strong>PhysX</strong> technology demo from Nvidia is finally available for download (221 mb). Unfortunately, you won&#8217;t be able to run it until you have <strong>GTX 400 Series GPU</strong>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2624" title="supersonic_sled" src="http://physxinfo.com/news/wp-content/uploads/2010/03/supersonic_sled.jpg" alt="" width="550" height="282" /></p>
<p style="text-align: justify;">You can download <strong>Supersonic Sled</strong> demo from <a href="http://www.nvidia.com/object/cool_stuff.html#/demos/2117" target="_blank">here</a></p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Nvidia PhysX Demo: Raging Rapids Ride</title>
		<link>http://physxinfo.com/news/2522/nvidia-physx-demo-raging-rapids-ride/</link>
		<comments>http://physxinfo.com/news/2522/nvidia-physx-demo-raging-rapids-ride/#comments</comments>
		<pubDate>Fri, 26 Mar 2010 23:04:19 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[SPH Fluids]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2522</guid>
		<description><![CDATA[Apart from Supersonic Rocket Sled demo all of you are probably familar already, for GF100 launch Nvidia has prepared another technical PhysX demo, called Raging Rapids Ride, with boat riding down a montain river &#8211; maybe not so impressive in graphics aspect, but with intensive and complex real-time fluid simulation.

It using PhysX SDK based objects [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Apart from <a href="http://physxinfo.com/news/1964/rocket-sled-dx11-and-physx-features-trailer/" target="_blank">Supersonic Rocket Sled</a> demo all of you are probably familar already, for <strong>GF100</strong> launch Nvidia has prepared another technical PhysX demo, called <strong>Raging Rapids Ride</strong>, with boat riding down a montain river &#8211; maybe not so impressive in graphics aspect, but with <strong>intensive and complex real-time fluid</strong> simulation.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" 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/g5LkSYQG7o4&amp;hl=en_GB&amp;fs=1&amp;rel=0" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/g5LkSYQG7o4&amp;hl=en_GB&amp;fs=1&amp;rel=0" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">It using <strong>PhysX SDK</strong> based objects with custom <strong>hybrid water simulation</strong>, utilizing both heightfield fluid solver and particle simulation.  Boat behaviour is a <strong>little choppy</strong>, escpecially when it collides with waterside surface, but water simulation looks <strong>very impressive</strong>.</p>
<p style="text-align: justify;"><span style="color: #008000;"><strong>Update:</strong></span> You can download Raging Rapids Ride demo <a href="http://www.hardwareluxx.de/index.php/downloads/software/systemutilities/doc_details/140-ragingrapidsride.html" target="_blank">here</a></p>
<p style="text-align: justify;">Grid based shallow water flowing pass a terrain with high slope is automatically turned into particle waterfall, and than &#8211; back to heightfield water (thus, <strong>two different fluid solvers</strong> are used simultaneously).</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2535" title="waterfall" src="http://physxinfo.com/news/wp-content/uploads/2010/03/waterfall.jpg" alt="" width="600" height="226" /></p>
<p><span id="more-2522"></span></p>
<p style="text-align: justify;"><strong>Dynamic wakes</strong> are generated, as boat mover along the river. When solid objects impacts with water they generate waves, splashes and sprays.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2557" title="wake" src="http://physxinfo.com/news/wp-content/uploads/2010/03/wake.jpg" alt="" width="600" height="237" /></p>
<p style="text-align: justify;">Foams swirl and show off the vortices, as they are advected along the water’s <strong>velocity field</strong>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2541" title="foam" src="http://physxinfo.com/news/wp-content/uploads/2010/03/foam.jpg" alt="" width="600" height="249" /></p>
<p style="text-align: justify;">Finally, scene includes some <strong>tearable cloth</strong> banners, <strong>sofbody</strong> based plants and floating logs (with properly calculated buoyancy).</p>
<p style="text-align: justify;">Interesting detail &#8211; apart from fact that this demo is limited to <strong>Nvidia GPU only</strong>, it includes <strong>multi-threaded CPU implementation</strong> of all physics simulations (up to 8 threads can be used). However, even with sufficient load of <strong>all four cores</strong> for our <strong>C2Q 9400 CPU</strong>, average framerate is around <strong>5-8 fps</strong>.</p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-2553" title="RRR_cpu_load" src="http://physxinfo.com/news/wp-content/uploads/2010/03/RRR_cpu_load.png" alt="" width="416" height="94" /></p>
<p style="text-align: justify;"><strong>10-12 fps</strong> &#8211; on a <strong>single GTX 275</strong>. And <strong>~30</strong> &#8211; with <strong>dedicated GTX 260</strong> GPU.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>Sum: </strong>interesting demo, but mostly in terms of fluid simulation variety and complexity &#8211; graphics isn&#8217;t that impressive, boat and camera controls aren&#8217;t very friendly (when you are trying to control them).</p>
<p style="text-align: justify;">But it&#8217;s good to see <strong>Heightfield Fluid solver</strong> in action finally &#8211; it was promised to be implemented into PhysX SDK for years. Keep your fingers crossed, as it may be already included in <strong>PhysX SDK 3.0.</strong></p>
<p style="text-align: justify;">We believe that <strong>Raging Rapids Ride</strong> demo is going to be available for public download soon enough.</p>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>Nvidia: we would not cash somebody in for using PhysX</title>
		<link>http://physxinfo.com/news/2315/nvidia-we-wouldnt-cash-somebody-in-for-using-physx/</link>
		<comments>http://physxinfo.com/news/2315/nvidia-we-wouldnt-cash-somebody-in-for-using-physx/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 18:55:45 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2315</guid>
		<description><![CDATA[
In recent interview to Xbit Labs, Ashutosh Rege, the worldwide director of developer technology at Nvidia, denies accusations of bribing game developers for implementation of  GPU PhysX, stated by AMD.
Such claims were given by Richard Huddy, AMD’s senior manager of developer relations, in his interview to THINQ.co.uk website:

“What I’ve seen with physics, or PhysX [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="nob size-medium wp-image-333 aligncenter" title="Nvidia_logo" src="http://physxinfo.com/news/wp-content/uploads/2009/09/Nvidia_logo-300x233.jpg" alt="" width="163" height="128" /></p>
<p style="text-align: justify;">In recent interview to Xbit Labs, <strong>Ashutosh Rege</strong>, the worldwide director of developer technology at Nvidia, denies accusations of bribing game developers for implementation of  <strong>GPU PhysX</strong>, stated by AMD.</p>
<p style="text-align: justify;">Such claims were given by <strong>Richard Huddy</strong>, AMD’s senior manager of developer relations, in <a href="http://www.thinq.co.uk/news/2010/3/8/amd-game-devs-only-use-physx-for-the-cash/" target="_blank">his interview to THINQ.co.uk</a> website:</p>
<blockquote>
<p style="text-align: justify;">“What I’ve seen with physics, or <strong>PhysX</strong> rather, is that Nvidia create a  marketing deal with a title, and then as part of that marketing deal,  they have the right to go in and implement <strong>PhysX</strong> in the game.”</p>
</blockquote>
<p style="text-align: justify;">Following responce from Nvidia <strong>Ashutosh Rege</strong></p>
<blockquote>
<p style="text-align: justify;">&#8220;There could be no deal under which we would cash somebody in for using <strong> PhysX</strong>&#8220;</p>
<p style="text-align: justify;">&#8220;What we do when we add <strong>GPU PhysX</strong> engagement with the developer is that  in no shape or form we do anything harmful for the rest of the  platforms, those that do not support <strong>GPU PhysX</strong>. It is just an additive  value to our GeForce customers and eventually it boosts game experience  on the PC&#8221;</p>
</blockquote>
<p>Source: <a href="http://www.xbitlabs.com/news/multimedia/display/20100311101148_Nvidia_Denies_Bribing_Game_Developers_for_Implementation_of_PhysX.html" target="_blank">Xbitlabs.com</a></p>
<p style="text-align: justify;"><strong>Update: </strong>additional commentaries from <strong>Nadeem Mohammed</strong>, Director of PhysX Product Management:</p>
<blockquote>
<p style="text-align: justify;">Once <strong>PhysX</strong> is selected and the  developer plans to have a PC version, we will work closely with them to  provide whatever engineering and technical assistance to make the PC  version as good as it can be &#8211; and hopefully that includes pushing the  edge on special <strong>PhysX</strong> effects which may require GPU acceleration for  best performance.</p>
<p style="text-align: justify;">We will &#8220;invest” our time, energy, expertise and  technology to make good games into great PC titles &#8211; if that&#8217;s what AMD  is talking about then sure they are right!</p>
</blockquote>
<p>Source: <a href="http://www.pcgameshardware.com/aid,706466/AMD-vs-Nvidia-Nvidia-responds-to-AMDs-attack-on-Physx/News/" target="_blank">PCGamesHardware.com</a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Rocket Sled: DX11 and PhysX features trailer</title>
		<link>http://physxinfo.com/news/1964/rocket-sled-dx11-and-physx-features-trailer/</link>
		<comments>http://physxinfo.com/news/1964/rocket-sled-dx11-and-physx-features-trailer/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 10:18:49 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[CES]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[GF100]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1964</guid>
		<description><![CDATA[Official trailer of Rocket Sled demo (also known as Supersonic Sled), with detailed DX 11 and PhysX features description, emerges on YouTube recently.

Firstly shown on CES 2010, Rocket Sled is supposed to demonstrate both graphics and physics computing capabilities of new GF100 (Fermi) GPUs.
If you are interested in more in-depth technical details behind this demo, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Official trailer of <strong>Rocket Sled</strong> demo (also known as <a href="http://physxinfo.com/news/1465/ces-2010-supersonic-sled-physx-demo/" target="_blank">Supersonic Sled</a>), with detailed <strong>DX 11</strong> and <strong>PhysX</strong> features description, emerges on YouTube recently.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" 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/HjIzoGnkCZs&amp;hl=en_US&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/HjIzoGnkCZs&amp;hl=en_US&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Firstly shown on CES 2010, <strong>Rocket Sled</strong> is supposed to demonstrate both graphics and physics computing capabilities of new <strong>GF100</strong> (Fermi) GPUs.</p>
<p style="text-align: justify;">If you are interested in more in-depth technical details behind this demo, you can watch <a href="http://www.youtube.com/watch?v=YQLKNA3RTA4" target="_blank">this video</a> or read <a href="http://pctuning.tyden.cz/hardware/graficke-karty/16270-architektura-fermi-nvidia-gf100-se-predstavuje?start=9" target="_blank">this article</a>.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>PhysX SDK and APEX: current status</title>
		<link>http://physxinfo.com/news/1789/physx-sdk-and-apex-current-status/</link>
		<comments>http://physxinfo.com/news/1789/physx-sdk-and-apex-current-status/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 13:57:42 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1789</guid>
		<description><![CDATA[As we mentioned before, recent materials from post-CES 2010 special GF100 breifing by Nvidia revealed certain in-depth details on PhysX Technology current status.
Now, thanks to Acrofan, we have now complete video record (20 min) from that briefing, covering part with PhysX SDK and APEX Toolset description, recent improvements on console PhysX versions, engine features and [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">As we <a href="http://physxinfo.com/news/1665/gf100-technology-previews-are-revealing-new-physx-details/" target="_blank">mentioned before</a>, recent materials from <strong>post-CES 2010</strong> special <strong>GF100</strong> breifing by Nvidia revealed certain in-depth details on <strong>PhysX</strong> Technology current status.</p>
<p style="text-align: justify;">Now, thanks to <a href="http://www.youtube.com/user/Acrofan" target="_blank">Acrofan</a>, we have now complete video record (20 min) from that briefing, covering part with <strong>PhysX SDK</strong> and <strong>APEX Toolset</strong> description, recent improvements on console <strong>PhysX</strong> versions, engine features and developer tools details, etc.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" 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/VB4rZws3jDU&amp;hl=en_US&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/VB4rZws3jDU&amp;hl=en_US&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">BTW, at <a href="http://www.youtube.com/watch?v=VB4rZws3jDU#t=9m40s" target="_blank">9:40</a> they were using graph from our <a title="Popular Physics Engines comparison: PhysX, Havok and ODE" href="http://physxinfo.com/articles/?page_id=154">Popular Physics Engines comparison</a> article, and PhysXInfo was called &#8220;<strong>very cool website</strong>&#8221; <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Nvidia GF100 SPH PhysX Fluids demo</title>
		<link>http://physxinfo.com/news/1767/nvidia-gf100-sph-physx-fluids-demo/</link>
		<comments>http://physxinfo.com/news/1767/nvidia-gf100-sph-physx-fluids-demo/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 05:57:51 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[SPH Fluids]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1767</guid>
		<description><![CDATA[Impressive video of realtime Smoothed Particle Hydrodynamics (SPH) PhysX Fluid simulation demo, running on GF100 GPU, was uploaded to YouTube by Nvidia recently.

According to certain slides, this demo is using 128 000 particles, running on 141 frames per second.

First game that made use of PhysX SPH, Cryostasis, simulated 30,000 water particles at average 30 frames [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Impressive video of realtime<strong> Smoothed Particle Hydrodynamics</strong> (SPH) PhysX Fluid simulation demo, running on <strong>GF100</strong> GPU, was uploaded to YouTube by Nvidia recently.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" 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/UYIPg8TEMmU&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/UYIPg8TEMmU&amp;hl=en_US&amp;fs=1&amp;rel=0" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">According to certain slides, this demo is using <strong>128 000</strong> particles, running on <strong>141</strong> frames per second.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1769" title="fluids_1" src="http://physxinfo.com/news/wp-content/uploads/2010/01/fluids_1.jpg" alt="" width="500" height="282" /></p>
<p style="text-align: justify;">First game that made use of PhysX SPH, <a href="http://physxinfo.com/data/vreview_cryostasis.html" target="_blank">Cryostasis</a>, simulated 30,000 water particles at average 30 frames per second on the GT200 architecture. Next title with extensive SPH Fluids effects is going to be <strong>Metro 2033</strong>, as we heard.</p>
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		<title>Nvidia in responce to AMD: PhysX is multi-threaded</title>
		<link>http://physxinfo.com/news/1757/nvidia-in-responce-to-amd-physx-is-multi-threaded/</link>
		<comments>http://physxinfo.com/news/1757/nvidia-in-responce-to-amd-physx-is-multi-threaded/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 09:23:29 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[PhysX SDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1757</guid>
		<description><![CDATA[
Earlier this month, AMD critized Nvidia again, this time on crippling PhysX multi-threaded capabilities.
&#8220;When they bought Ageia, they had a fairly respectable multicore implementation of PhysX. If you look at it now it basically runs predominantly on one, or at most, two cores. That’s pretty shabby! I wonder why Nvidia has done that?&#8221; said Richard [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="nob size-medium wp-image-333 aligncenter" title="Nvidia_logo" src="http://physxinfo.com/news/wp-content/uploads/2009/09/Nvidia_logo-300x233.jpg" alt="" width="180" height="140" /></p>
<p style="text-align: justify;">Earlier this month, AMD critized Nvidia again, this time on crippling <strong>PhysX</strong> multi-threaded capabilities.</p>
<p style="text-align: justify;">&#8220;When they bought Ageia, they had a fairly respectable multicore implementation of <strong>PhysX</strong>. If you look at it now it basically runs predominantly on one, or at most, two cores. That’s pretty shabby! I wonder why Nvidia has done that?&#8221; said <strong>Richard Huddy</strong>, AMD worldwide developer relations manager, in an <a href="http://www.bit-tech.net/bits/interviews/2010/01/06/interview-amd-on-game-development-and-dx11/5" target="_blank">interview with Bit-tech.com</a></p>
<p style="text-align: justify;">&#8220;It&#8217;s the same thing as Intel&#8217;s old compiler tricks that it used to do; Nvidia simply <strong>takes out</strong> all the multicore optimisations in <strong>PhysX</strong>. In fact, if coded well, the CPU can tackle most of the physics situations presented to it.&#8221;</p>
<p><a href="http://www.tomshardware.com/news/nvidia-physx-amd-gpu-multicore,9481.html" target="_blank">Tomshardware</a> asked Nvidia for its responce for such allegations, and here is an answer by <strong>Nadeem Mohammad</strong>, PhysX director of product management:</p>
<blockquote>
<p style="text-align: justify;">I have been a member of the PhysX team, first with AEGIA, and then with NVIDIA, and I can honestly say that since the merger with NVIDIA there have been <strong>no changes to the SDK code</strong> which <strong>purposely reduces the software performance</strong> of PhysX or its use of CPU multi-cores.</p>
<p style="text-align: justify;">Our PhysX SDK API is designed such that thread control is <strong>done explicitly by the application developer</strong>, not by the SDK functions themselves.  One of the best examples is 3DMarkVantage <strong>which can use 12 threads</strong> while running in software-only PhysX. This can easily be tested by anyone with a multi-core CPU system and a PhysX-capable GeForce GPU. This level of multi-core support and programming methodology has <strong>not changed since day one</strong>. And to anticipate another ridiculous claim, it would be nonsense to say we “tuned” PhysX multi-core support for this case.</p>
<p style="text-align: justify;">PhysX is a cross platform solution. Our SDKs and tools are available for the Wii, PS3, Xbox 360, the PC and even the iPhone through one of our partners. We continue to invest substantial resources into improving PhysX support on ALL platforms&#8211;not just for those supporting GPU acceleration.</p>
<p style="text-align: justify;">As is par for the course, this is yet another completely unsubstantiated accusation made by an employee of one of our competitors. I am writing here to address it directly and call it for what it is, completely false. <strong>NVIDIA PhysX fully supports multi-core CPUs and multithreaded applications</strong>, period. Our developer tools allow developers to design their use of PhysX in PC games to take full advantage of multi-core CPUs and to fully use the multithreaded capabilities.</p>
</blockquote>
<p>Source: <a href="http://blogs.nvidia.com/ntersect/2010/01/physx-the-preferred-solution-for-all-platforms.html" target="_blank">nTersect Blog</a></p>
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		<title>Unreal Development Kit: Apogee of Fracture Tests</title>
		<link>http://physxinfo.com/news/1603/unreal-development-kit-apogee-of-fracture-tests/</link>
		<comments>http://physxinfo.com/news/1603/unreal-development-kit-apogee-of-fracture-tests/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 12:28:52 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1603</guid>
		<description><![CDATA[Unreal Development Kit (UDK) was released several month ago, but users are still playing with it&#8217;s PhysX SDK powered destruction and fracturing functionality. You can find tons of &#8220;Fracture Tests&#8221; videos on YouTube &#8211; from simple destroyable walls to a whole buildings.
Good illustration of fracturing tests apogee is this video from user v8matey, which containsts [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><strong>Unreal Development Kit</strong> (UDK) <a href="http://physxinfo.com/news/743/unreal-development-kit-available-for-free/" target="_blank">was released</a> several month ago, but users are still playing with it&#8217;s PhysX SDK powered <strong>destruction and fracturing functionality</strong>. You can find tons of &#8220;Fracture Tests&#8221; videos on YouTube &#8211; from simple destroyable walls to a whole buildings.</p>
<p style="text-align: justify;">Good illustration of fracturing tests apogee is this video from user <a onmousedown="yt.analytics.urchinTracker('/Events/VideoWatch/ChannelNameLink');" href="http://www.youtube.com/user/v8matey">v8matey</a>, which containsts several destructible buildings and even road, that can be ripped into pieces.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" 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/VRJOgn8E94U&amp;hl=en_US&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/VRJOgn8E94U&amp;hl=en_US&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">We&#8217;ll just need to wait untill all this stuff will be used to enhance actual gameplay.</p>
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