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	<title>PhysXInfo.com - PhysX News &#187; Other</title>
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		<title>Getting GPU PhysX effects into games: interview with NVIDIA Content Team</title>
		<link>http://physxinfo.com/news/7165/getting-gpu-physx-effects-into-games-interview-with-nvidia-content-team/</link>
		<comments>http://physxinfo.com/news/7165/getting-gpu-physx-effects-into-games-interview-with-nvidia-content-team/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 09:02:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Alice]]></category>
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		<category><![CDATA[Batman]]></category>
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		<description><![CDATA[So what is in the process of adding GPU PhysX effects to a game?]]></description>
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<p style="text-align: justify;">Certainly, many of you will agree that the addition of <a href="http://physxinfo.com/wiki/NVIDIA_PhysX">GPU PhysX</a> effects to PC games has a positive influence on overall gaming experience and immersion in such titles. But how difficult is to attach hardware accelerated physics effects to a game?</p>
<p style="text-align: justify;">Today, with the help of <strong>David Schoemehl</strong>, Manager of GPU PhysX Content in NVIDIA, and <strong>Johnny Costello</strong>, Technical Artist, we will try to give you a brief &#8220;behind the scenes&#8221; view on the process of enhancing games with extra PhysX content.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Hi, Johnny and David. Can you please introduce yourself?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> My name is Johnny Costello, I’m 29 years old and am a native to the Midwestern United States.  I went to college at Savannah College of Art and Design and received my B.F.A. in game development.  I have been a technical artist at NVIDIA for about two and a half years. During that time I have worked on several GPU PhysX titles such as Batman: Arkham Asylum, Batman: Arkham City, Mafia II, Dark Void, and Alice: Madness Returns.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> My name is David Schoemehl, I joined AGEIA in 2006 as an applications engineer and was the project manager on Warmonger.  Since the purchase of AGEIA by NVIDIA in 2008 I have led or supported several shipping GPU PhysX titles and demos including Batman: Arkham Asylum, The Samaritan Demo, Sacred 2, The Great Kulu Demo, and Alice: Madness Returns.</p>
<p style="text-align: justify; padding-left: 30px;">My current title is Manager of GPU PhysX Content and I am responsible for aligning NVIDIA’s engineers and artists to support developers on GPU PhysX engagements.  I also work closely with Epic Games to ensure a solid integration of GPU PhysX/APEX features in UE3.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Johnny, what is your task as a PhysX technical artist?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> My tasks can change a lot from day to day, but usually I’m working on a game title in some capacity.  Our goal at NVIDIA is to provide the tools that developers need in order to add great GPU features to their games.  So I spend much of my time working with developers to help guide them as they use our technology to create exciting content.</p>
<p style="text-align: justify; padding-left: 30px;">Depending on the structure of a particular engagement I may also work alongside the developer to create GPU PhysX content.  Then there are other days where I help design and review our tools and production workflows.</p>
<p><span id="more-7165"></span></p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So what is in the process of adding GPU PhysX effects to a game?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> We usually start by getting a build of a game and playing through it in its current state.  We also read any available design and art documents to familiarize ourselves with the gameplay mechanics and the aesthetic style.  From there, we identify any story events, environment locations, special effects, characters, etc. that could be enhanced with our feature set and make the game more fun to play.</p>
<p style="text-align: justify; padding-left: 30px;">From there, we work with the developer to refine this list and plan out a timeline.  After that, it’s all about creating content with our tech that players will enjoy.</p>
<p style="text-align: justify; padding-left: 30px;">Once the content gets in the game, it starts getting reviewed by QA.  We usually spend our time at the end of a title engagement addressing any bugs that QA has found and making minor content adjustments.</p>
<div id="attachment_7220" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7220" title="PhysXLab" src="http://physxinfo.com/news/wp-content/uploads/2012/02/PhysXLab.png" alt="" width="550" height="265" /><p class="wp-caption-text">APEX Toolset helps artists to create content more easily</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> Users are often complaining that extra PhysX effects are not optimized properly for CPU execution (not using multiple cores, for example). What is the reason behind this?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> This is a legacy issue regarding PhysX versions prior to 2.8.4.  With proper setup it is possible to achieve some threading on PhysX 2.8.4, for instance running multiple cloth simulations in parallel.  However, the overall threading performance issues have been addressed in PhysX 3, which is available today.  With PhysX 3 we have improved the rigid body, clothing, and particle pipelines to take better advantage of multiple CPU cores.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Also, there is an opinion that with disabled GPU PhysX option, minor effects (like sparks or cloth banners) are omitted from the games on purpose, while they can be easily calculated on CPU or substituted with non-physical objects. What can you say about this?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> When NVIDIA engages with a developer to work on a GPU PhysX title we will offer suggestions for enhancing existing effects and adding entirely new effects.  For the existing effects that are enhanced by PhysX you will see original version of the effect with GPU PhysX disabled.  For effects that are created new as part of the GPU PhysX effort you will not see a fallback, because it did not exist in the original game.</p>
<p style="text-align: justify; padding-left: 30px;">Our goal is to work with developers to enhance their original game to take advantage of the latest hardware NVIDIA has to offer. We want to provide gamers that select NVIDIA a superior play experience for these games.  We would not want to raise the min recommended specs for a game determined by the developer by adding additional default effects to the original game.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> You work closely with developers – is exclusivity of GPU PhysX content to NVIDIA some kind of a barrier for PhysX adoption? In other words, are developers interested in OpenCL / DX Compute version of PhysX engine?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> No, we have not seen this as a blocker for PhysX adoption in general.  PhysX provides a strong set of core physics engine functionality across a wide array of platforms including PCs, consoles, and mobile devices.  PhysX powers game engines such as UE3 and Unity, and can be found in many of the AAA titles that are shipping today.</p>
<p style="text-align: justify; padding-left: 30px;">PhysX 3 addresses memory, threading, and performance concerns, which should further increase the adoption rate of PhysX.  In addition to this core functionality, PhysX and APEX offer hardware acceleration for certain features, such as particles, cloth, rigid bodies, and turbulence, through CUDA.  This is a powerful value add but does not interfere with developers using core PhysX and APEX features.</p>
<p style="text-align: justify;">
<div id="attachment_7212" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7212" title="physx_in_top_titles" src="http://physxinfo.com/news/wp-content/uploads/2012/02/physx_in_top_titles.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">PhysX engine can be found in many AAA titles</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> What is your impression on NVIDIA APEX toolset? Is it really simplifying process of adding PhysX effects to games?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> I definitely think so.  For example, look at where we’re heading with APEX tools like PhysXLab and the Clothing plug-in for 3dsMax and Maya.  They are becoming more robust with each release and are definitely making it easier to create APEX content for games.</p>
<p style="text-align: justify; padding-left: 30px;">One of my favorite things about PhysXLab is the Playground Mode where you can preview how your mesh is going to fracture in real time before bringing it into a game engine and placing it into a map.  This saves valuable time between making parameter changes and seeing those changes visually affecting the fractured mesh.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> You have probably already worked with the new clothing simulation engine, introduced in PhysX 3. How well does it performs in comparison to current one?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> The PhysX 3 clothing engine gives us a stronger set of features.  More attributes allow the artists and animators to make better aesthetic choices regarding their cloth.  One of these new features is the ability to created tapered capsule collision shapes.  These shapes allow the artists and animators to create a collision representation that is more true to the characters silhouette.</p>
<p style="text-align: justify; padding-left: 30px;">The new system also allows for more reliable behavior during intense, fast-moving, animation sequences.  In addition to these features, overall performance has been improved allowing developers to use clothing across more platforms.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What additional features you would like to see in APEX, as a technical artist?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> As a technical artist, I spend a lot of time trying to decompose exciting artistic ideas down into their components so they can be created in games.  What I’m looking forward to in the future with APEX is seeing various features come together for a combined effect.</p>
<p style="text-align: justify; padding-left: 30px;">What happens when turbulent dust is spawned when a destructible is fractured?  Can a character’s clothing move when it gets hit with particles?  I can’t wait to see all these things come together to make games even more dynamic and intense for players to experience.</p>
<div id="attachment_7207" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7207" title="GPU_PhysX_Content-Alice" src="http://physxinfo.com/news/wp-content/uploads/2012/02/GPU_PhysX_Content-Alice.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Unreal Engine 3 includes robust PhysX Particle System</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> We have noticed that recent GPU PhysX titles, like Alice: Madness Returns or Batman: Arkham City are not using APEX Particles but built-in PhysX particles system instead – why is that? Isn’t the Particles module more effective?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Both of these games are built using UE3, which already had a robust particle editor using NVIDIA&#8217;s GPU PhysX particles.  APEX provides some great features for particle systems but for these cases UE3 was already providing the functionality we needed.</p>
<p style="text-align: justify; padding-left: 30px;">APEX Particles are a win if you are stepping into project that doesn’t already have an existing PhysX particle pipeline or if you are interested in doing some simulations, such as turbulence, which require a great number of particles that don’t require the high-fidelity collision of PhysX particles.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Dark Void was the only title to impress us with awesome Turbulence smoke, why much newer games are still using good old SPH method for smoke and fog simulation?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> The turbulence in Dark Void was added as a one-off feature for that specific game so that we could see how it would show in a game.  While we feel that turbulence was an awesome feature we have been focused on improving APEX Clothing and Destruction, because that is what developers were telling us they needed.</p>
<p style="text-align: justify; padding-left: 30px;">However, we are pleased to say the APEX Turbulence module is now scheduled for the APEX 1.2 release in Q2 of this year.  So we hope to see it appear in many games in the future.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Mafia II was the first title containing APEX Clothing engine. Do you think this “benefice” was successful? What difficulties have you faced during development?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Yes, the work done in Mafia II was invaluable for clothing.  We learned so much about how to improve the tools and features for clothing from the work done on this game.  The payoff was visible in later titles such as Batman: Arkham City where the time to create clothing and get it in game was drastically reduced.</p>
<p style="text-align: center;">
<div id="attachment_7205" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7205" title="GPU_PhysX_content-Mafia" src="http://physxinfo.com/news/wp-content/uploads/2012/02/GPU_PhysX_content-Mafia.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Mafia II: first game to utilize APEX Clothing module</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Batman: Arkham City also seems to be using APEX Clothing pretty extensively. Is it true that Clothing module is utilized not only as part of PhysX effects, but also for non-GPU accelerated clothing simulation, even on consoles?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> It is true that clothing can be run on the GPU, CPU, and even consoles.  However, for Batman APEX Clothing can only be seen on the PC running on either the CPU or GPU.  It should be noted that APEX Clothing was also used for some hair simulation in the pre-rendered cutscenes that can be seen across all platforms.</p>
<p style="text-align: justify; padding-left: 30px;">Clothing performance on consoles is something which we have been focusing on improving with the PhysX 3 and APEX Clothing effort.  We are seeing an increase in the number of developers wanting to get APEX Clothing into their console games so I would expect to start seeing this soon.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> One of the most vibrant effects in both Batman titles – scenes containing GPU Rigid Bodies. How has this technology evolved since Arkham Asylum?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> To be clear, GPU Rigid bodies were only featured in Batman: Arkham Asylum. They were not used in Batman: Arkham City. However, we have been making great progress with GPU Rigid Bodies with regards to performance and simulation stability.</p>
<p style="text-align: justify; padding-left: 30px;">They were last featured in the APEX Art Gallery demo [<a href="http://physxinfo.com/news/5035/post-gdc-2011-new-apex-destruction-video-showcases-gpu-rigid-bodies/">link</a>] at GDC 2011, and they will be available to the public in APEX 1.1 very soon.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Another interesting scene – physically simulated banknotes in a bank vault. Are those all individual cloth pieces? How many of them are there?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> Yes, those are all APEX cloth.  During production, that was a really neat scene to watch come together.  Initially we weren’t sure if the player would be able to see the characters interacting with the dollar bills since they are so small, so we added forcefields to Catwoman’s animations, and then the scene came alive in a big way.</p>
<p style="text-align: justify; padding-left: 30px;">It is definitely one of my favorite fights in the game.  There were about 500 individual bills in that scene, which adds up to approximately 10,000 simulating vertices of APEX cloth.</p>
<p style="text-align: justify;">
<div id="attachment_7224" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7224" title="BatmnaAC_vault" src="http://physxinfo.com/news/wp-content/uploads/2012/02/BatmnaAC_vault.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Around 500 bills are scattered on the floor</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> You have worked on many GPU PhysX games, but which one is your favorite?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> I have great memories of all of the game engagements that I’ve been involved with, but working on the Batman series has probably been the most memorable experience for me.  I’ve been a Batman fan since I was a little kid, and I basically joined NVIDIA in 2009 and immediately started working on Batman: Arkham Asylum.  That was pretty amazing.</p>
<p style="text-align: justify; padding-left: 30px;">And then I had the opportunity to work on Arkham City!  I feel very lucky to have been involved with both.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> We bet you are already working on PhysX content for future games. Will they be able to surprise us?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Yes, we are constantly on the lookout for upcoming titles that can be enhanced with PhysX and APEX features.  On each title we work with developers to do something new or better than in previous titles.  In addition, we are seeing a growing number of developers independently experimenting with APEX tools.  This is particularly true of the UE3 APEX integration.</p>
<p style="text-align: justify; padding-left: 30px;">Our job on the PhysX Content Team is to show developers and gamers what NVIDIA technologies can bring to games and we measure our success by the ease at which developers can add the features and the response we see from gamers when they play games with PhysX effects enabled.  We look forward to continuously improving tools for developers and helping them bring more cutting edge PhysX enhanced games in the future.</p>
<p style="text-align: center;"><tt>Our big thanks to PhysX Content Team for the interview !</tt></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>
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		<guid isPermaLink="false">http://physxinfo.com/news/?p=6419</guid>
		<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>NVIDIA Glowball demo showcases PhysX calculations on Tegra 3 device</title>
		<link>http://physxinfo.com/news/5793/nvidia-glowball-demo-showcases-physx-calculations-on-tegra-3-device/</link>
		<comments>http://physxinfo.com/news/5793/nvidia-glowball-demo-showcases-physx-calculations-on-tegra-3-device/#comments</comments>
		<pubDate>Mon, 30 May 2011 07:45:31 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[PhysX Hardware]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[Tegra]]></category>
		<category><![CDATA[Video]]></category>

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NVIDIA has has published a nice video, that is showcasing technical demo called &#8220;Glowball&#8221;, running on their next quad-core mobile chip known as &#8220;Project Kal-EL&#8221; or Tegra 3, presumably.

Glowball demo features some complex (for a mobile device) real-time dynamic lighting and shadowing effects, and decent level of PhysX based physics calculations &#8211; rigid body barrels [...]]]></description>
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<p style="text-align: justify;">NVIDIA has has <a href="http://blogs.nvidia.com/2011/05/project-kal-el-demo-previews-future-of-mobile-gaming/" target="_blank">published</a> a nice video, that is showcasing technical demo called &#8220;Glowball&#8221;, running on their next quad-core mobile chip known as &#8220;<strong>Project Kal-EL</strong>&#8221; or <strong>Tegra 3</strong>, presumably.</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/eBvaDtshLY8?fs=1&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/eBvaDtshLY8?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Glowball demo features some complex (for a mobile device) real-time dynamic lighting and shadowing effects, and decent level of <strong>PhysX</strong> based physics calculations &#8211; rigid body barrels and drapes, fully simulated as cloth obejcts.</p>
<p style="text-align: justify;">Cloth simulation is partically interesting: scene contains 10 drapes, likely 100-150 vertices each, affected by gravity and board movement, calculated simultaneously &#8211; new kind of physics effects for mobile devices. This tech can be used not necessarily for flags or banners, but for dynamic clothing on characters, for example.</p>
<p style="text-align: justify;">Demo was running on <strong>PhysX SDK</strong> 2.8.4.5.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://www.youtube.com/watch?v=LfNxbbJgSMQ&amp;t=1m47s" target="_blank">More physical demos</a> on Tegra 3 platform</p>
<p style="text-align: justify;">Mobile devices are interesting environment for PhysX SDK to evolve and adapt, so we are eager to see how things will play out in this direction.</p>
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		<title>NVIDIA APEX and UDK: Destruction Project</title>
		<link>http://physxinfo.com/news/5625/nvidia-apex-and-udk-destruction-project/</link>
		<comments>http://physxinfo.com/news/5625/nvidia-apex-and-udk-destruction-project/#comments</comments>
		<pubDate>Sun, 24 Apr 2011 10:43:25 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Video]]></category>

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Since March version of Unreal Development Kit, that has brought us NVIDIA APEX integration, users are playing with the new features trying to figure out their capabilities and limitations.
One of the most noticeable examples is this Destruction Project by the user named RU1NOUS. Even in current state it is demostrating nice a clean level design, [...]]]></description>
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<p style="text-align: justify;">Since March version of <strong>Unreal Development Kit</strong>, that has brought us <a href="http://physxinfo.com/news/4943/gdc-2011-epic-games-announces-dx-11-and-nvidia-apex-integration-with-unreal-engine-3-2/" target="_blank">NVIDIA APEX integration</a>, users are playing with the new features trying to figure out their capabilities and limitations.</p>
<p style="text-align: justify;">One of the most noticeable examples is this <a href="http://forums.epicgames.com/showthread.php?t=773865" target="_blank">Destruction Project</a> by the user named <em>RU1NOUS</em>. Even in current state it is demostrating nice a clean level design, good usage of general APEX Destruction features and interaction of APEX actors with tearable cloth objects.</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/V5jSPPmY_VE?fs=1&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/V5jSPPmY_VE?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Currently, APEX Destruction still requires a lot of work to make it really powerful and practical fracturing/destruction simulation tool, so let&#8217;s hope NVIDIA has all necessary additions on the roadmap.</p>
<p style="text-align: justify;">We&#8217;ll try to keep the eye on<em> RU1NOUS&#8217;s</em> work and will update this post accordingly.</p>
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		<title>NVIDIA: PhysX continues to play an important role for us</title>
		<link>http://physxinfo.com/news/5591/nvidia-physx-continues-to-play-an-important-role-for-us/</link>
		<comments>http://physxinfo.com/news/5591/nvidia-physx-continues-to-play-an-important-role-for-us/#comments</comments>
		<pubDate>Sun, 17 Apr 2011 13:02:10 +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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If you know PhysX only as GPU accelerated physics effects for PC games, lack of news and announcements of new GPU PhysX titles may give you an idea that NVIDIA has decided to drop support for PhysX completely. Forum threads like &#8220;Is PhysX Dead?&#8221; or &#8220;Physx dead?&#8220;, popping up from time to time, are indicating [...]]]></description>
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<p style="text-align: justify;">If you know <a href="http://physxinfo.com/wiki/Main_Page">PhysX</a> only as <a href="http://physxinfo.com/wiki/NVIDIA_PhysX">GPU accelerated</a> physics effects for PC games, lack of news and announcements of new GPU PhysX titles may give you an idea that NVIDIA has decided to drop support for PhysX completely. Forum threads like &#8220;<a href="http://forums.nvidia.com/index.php?showtopic=189563" target="_blank">Is PhysX Dead?</a>&#8221; or &#8220;<a href="http://www.overclock.net/nvidia/651420-physx-dead.html" target="_blank">Physx dead?</a>&#8220;, popping up from time to time, are indicating &#8211; users are worried.</p>
<p style="text-align: justify;">We were able to contact <strong>NVIDIA</strong> and <strong>Mike Skolones</strong>, product manager for PhysX, has revealed us the company&#8217;s plans regarding PhysX Technology.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span><strong> Is PhysX still playing important role for  NVIDIA ? Are you planning to use and evolve the PhysX Technology over  the years, or thinking about abandoning it in a favor for other  solutions ?</strong></p>
<p style="text-align: justify;"><span style="color: #993300;"><strong>Mike Skolones:</strong></span> PhysX has been and continues to play <span style="text-decoration: underline;">an important role</span> for NVIDIA, as  well as for the thousands of game developers who use PhysX for physics  simulation across a broad range of platforms, including PC, Xbox360,  PLAYSTATION 3, Nintendo Wii , iOS (including iPhone, iPod, and iPad),  OSX, Linux, and Android (including NVIDIA Tegra™ devices), MMO servers  running Linux and Windows; OSX ports; and Windows games, where  GPU-accelerated advanced simulation is poised for continued growth.</p>
<div id="attachment_5603" class="wp-caption aligncenter" style="width: 573px"><img class="size-full wp-image-5603" title="Monster_Madness_Android" src="http://physxinfo.com/news/wp-content/uploads/2011/04/Monster_Madness_Android.jpeg" alt="" width="563" height="254" /><p class="wp-caption-text">Monster Madness - one of the fist games that utilizes PhysX SDK on Android platform</p></div>
<p style="text-align: justify;">More  importantly, because PhysX continues to be the choice of developers for  integration into world’s leading commercial game engines, including  Unreal Engine 3, Trinigy, Unity, Torque, Gamebryo, Lightspeed, Hero, and  Dark Basic, not to mention other internal tech engines which also use  PhysX, designers and artists know they have compelling development  platforms they can immediately take advantage for making their games  that much more realistic and interactive.</p>
<p><span id="more-5591"></span></p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span> <strong>One may said that GPU accelerated PhysX is dead, since there is no  new titles with PhysX support on the horizon. Is the situation going to  change in near future, and if yes &#8211; what are you planning to oppose the  inceptive competition (like OpenCL Bullet) ?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mike Skolones:</strong></span> Actually, there are <span style="text-decoration: underline;">quite a few titles</span> on the horizon <span style="text-decoration: underline;">with GPU PhysX  support</span> and more developers everyday are enthusiastically exploring this  technology with an eye toward making their Windows-based games richer  and more exciting. The gaming experience that savvy designers can  deliver with GPU-accelerated PhysX remains unparalleled. NVIDIA is  making a serious investment in PhysX to solve the simulation problems  that are critical to game developers on all of the platforms that are  important to their customers. As the mobile computing revolution  continues to transform the gaming landscape, this effort provides more  and more value each day.</p>
<div id="attachment_5077" class="wp-caption aligncenter" style="width: 573px"><img class="size-full wp-image-5077 " title="APEX_1-0_Beta" src="http://physxinfo.com/news/wp-content/uploads/2011/03/APEX_1-0_Beta.jpg" alt="" width="563" height="255" /><p class="wp-caption-text">NVIDIA APEX Toolset is supposed to help developers integrate PhysX effects</p></div>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/03/APEX_1-0_Beta.jpg" rel="shadowbox[post-5591];player=img;"></a>The PhysX approach is fundamentally different  from the open-source alternative, because in practice what really counts  is the ability to support the whole spectrum of platforms. Game  developers have many conflicting requirements and clearly we want to  support them no matter what library they choose to use for design.  Of  course, the big difference between PhysX and other open source efforts  is that NVIDIA is investing in tools and support for PhysX to directly  support designers.  We help them adopt and integrate our core  technologies and we provide regular updates to address their key issues.   Today that type of support is not available with open source  alternatives.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span> <strong>After GDC 2011, you have announced first public release of  artist-friendly NVIDIA APEX physics simulation framework. Are  you planning to update PhysX SDK core (which is still based on old  NovodeX engine) to enhance performance/features based on a modern  platforms capabilities, and further improve recently added APEX  сomponents ?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mike Skolones:</strong></span> You bet. The PhysX SDK v. 3.0 is now in beta, and is in the hands of a  great number of developers. Although PhysX will always have its roots in  Novodex, version 3.0 is a solid re-write of the whole core of PhysX.  The PhysX-3 code base is now substantially cleaner, which is absolutely  critical to achieve optimal performance across all modern gaming  platforms.</p>
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		<title>APEX 1.1 will include APEX Turbulence, APEX 1.2 will add GPU Rigid bodies</title>
		<link>http://physxinfo.com/news/5482/apex-1-1-will-include-apex-turbulence-apex-1-2-will-add-gpu-rigid-bodies/</link>
		<comments>http://physxinfo.com/news/5482/apex-1-1-will-include-apex-turbulence-apex-1-2-will-add-gpu-rigid-bodies/#comments</comments>
		<pubDate>Tue, 05 Apr 2011 20:39:00 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Developer]]></category>
		<category><![CDATA[Nvidia]]></category>
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NVIDIA has prepared a &#8220;surprise&#8221; &#8211; fully upgraded and rewamped Developer Zone.
Among with full set of new features and content, PhysX section was renovated too (previously, certain parts were staying without update for years).

Browsing through new website, we have found some intersting data, never revealed before &#8211; for example, APEX FAQ states that:
What APEX modules [...]]]></description>
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<p>NVIDIA has prepared a &#8220;surprise&#8221; &#8211; fully upgraded and rewamped <a href="http://developer.nvidia.com/" target="_blank">Developer Zone</a>.</p>
<p>Among with full set of new features and content, PhysX section was renovated too (previously, certain parts were staying without update for years).</p>
<p><img class="aligncenter size-full wp-image-5486" title="APEX_SplashScreen" src="http://physxinfo.com/news/wp-content/uploads/2011/04/APEX_SplashScreen.png" alt="" width="160" height="90" /></p>
<p>Browsing through new website, we have found some intersting data, never revealed before &#8211; for example, <a href="http://developer.nvidia.com/apex-faq">APEX FAQ</a> states that:</p>
<blockquote><p>What APEX modules are available?</p>
<p>APEX 1.1 will include Turbulence and APEX 1.2 will include APEX  Destruction with GPU Rigid Bodies. If you are interested in Turbulence  or Destruction with GPU rigid bodies, please email us at apex-beta@nvidia.com.</p></blockquote>
<p><tt>APEX 1.0 Beta was <a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/" target="_blank">released to public</a> several weeks ago.</tt></p>
<p>Several updated pages we recommend you to visit:</p>
<p><a href="http://developer.nvidia.com/physx">Main PhysX page</a></p>
<p><a href="http://developer.nvidia.com/apex">APEX Page</a></p>
<p><a href="http://developer.nvidia.com/apex-faq">APEX FAQ</a></p>
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		<title>Clothing simulation solutions for games</title>
		<link>http://physxinfo.com/news/5390/clothing-simulation-solutions-for-games/</link>
		<comments>http://physxinfo.com/news/5390/clothing-simulation-solutions-for-games/#comments</comments>
		<pubDate>Tue, 22 Mar 2011 16:20:36 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Havok]]></category>

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Physical simulation of character clothing is yet inceptive, but very promising trend and a great way to make game characters more believable.

We are giving an overview of most interesting cloth simulation packages in our new article : &#8220;Clothing simulation solutions for games&#8220;.
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<p style="text-align: justify;">Physical simulation of character clothing is yet inceptive, but very promising trend and a great way to make game characters more believable.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-5394" title="Cloth_simss_Maya" src="http://physxinfo.com/news/wp-content/uploads/2011/03/Cloth_simss_Maya.jpg" alt="" width="400" height="252" /></p>
<p style="text-align: justify;">We are giving an overview of most interesting <strong>cloth simulation packages</strong> in our new article : &#8220;<a href="http://physxinfo.com/articles/?page_id=389">Clothing simulation solutions for games</a>&#8220;.</p>
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		<title>GDC 2011: Video of DX11 Samaritan Demo from Epic Games</title>
		<link>http://physxinfo.com/news/5027/gdc-2011-video-of-dx11-samaritan-demo-from-epic-games/</link>
		<comments>http://physxinfo.com/news/5027/gdc-2011-video-of-dx11-samaritan-demo-from-epic-games/#comments</comments>
		<pubDate>Fri, 04 Mar 2011 19:39:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[DX11]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[GDC 2011]]></category>
		<category><![CDATA[Video]]></category>

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Multiplayer.it website has published hand camera footage of next-gen Samaritan Demo, showcased behind closed doors by Epic Games few days ago. Previously, only screenshots were revealed to public.
Update: cam video replaced with official one

This demo relies heavily on DX11 technology, and also utilizes APEX Clothing and APEX Destruction modules at certain degree. One may say, [...]]]></description>
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<p style="text-align: justify;"><em>Multiplayer.it</em> website has published hand camera footage of next-gen <strong>Samaritan Demo</strong>, showcased behind closed doors by Epic Games few days ago. Previously, only screenshots were <a href="http://www.g4tv.com/images/3985/Unreal-Engine-3---Samaritan/66191/" target="_blank">revealed to public</a>.</p>
<p style="text-align: justify;"><strong>Update:</strong> cam video replaced with official one</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/RSXyztq_0uM?fs=1&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/RSXyztq_0uM?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">This demo relies heavily on <strong>DX11</strong> technology, and also utilizes <span style="text-decoration: underline;">APEX Clothing</span> and <span style="text-decoration: underline;">APEX Destruction</span> modules at certain degree. One may say, that physics effects fit organically into the demo composition, but we&#8217;ll say they are almost unnoticable, unfortunately.</p>
<p style="text-align: justify;">But in general, demo looks great.</p>
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		<title>Physics demos from NVIDIA GTC keynote</title>
		<link>http://physxinfo.com/news/4331/physics-demos-from-nvidia-gtc-keynote/</link>
		<comments>http://physxinfo.com/news/4331/physics-demos-from-nvidia-gtc-keynote/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 17:44:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[GTC]]></category>

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		<description><![CDATA[Several interesting physical demos were presented during GTC 2010 Keynote.]]></description>
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<p style="text-align: justify;"><a href="http://physxinfo.com/news/374/gt-physx-demonstrations-from-jen-hsun-huang-keynote/" target="_blank">As good tradition</a>, several <span style="text-decoration: underline;">interesting physical demos</span> were presented during <strong>GTC Day 1 Keynote</strong> by <span style="text-decoration: underline;">Tony Tamasi</span>, Senior Vice President Content and Technology in NVIDIA.</p>
<p style="text-align: justify;"><strong>First one</strong> was showing some <span style="text-decoration: underline;">high-fidelity smoke</span> simulation, with particles interacting fully with characters, producing nice fluid and turbulent behaviour.</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/ZwoJ-upjeKo?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/ZwoJ-upjeKo?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_2.jpg" rel="shadowbox[post-4331];player=img;" title="GTC_smoke_2"><img class="alignnone size-medium wp-image-4343" title="GTC_smoke_2" src="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_2-300x166.jpg" alt="" width="300" height="166" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_3.jpg" rel="shadowbox[post-4331];player=img;" title="GTC_smoke_3"><img class="alignnone size-medium wp-image-4340" title="GTC_smoke_3" src="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_3-300x166.jpg" alt="" width="300" height="166" /></a></p>
<p><span id="more-4331"></span></p>
<p style="text-align: justify;">Second one, more impressive from our opinion &#8211; water simulation inspired by <a href="http://www.youtube.com/watch?v=g2lsuk4rybY" target="_blank">Lighthouse scene</a> from Stanford Computer Science, but this time running in realtime, on one GPU.</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/1JrM4ujLY_A?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/1JrM4ujLY_A?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/3405/physx-research-real-time-simulation-of-large-bodies-of-water/" target="_blank">Hybrid solver</a>, based on heightfiled fluids and particles &#8211; very similar to the one in <a href="http://physxinfo.com/news/2522/nvidia-physx-demo-raging-rapids-ride/" target="_blank">Raging Rapids Ride</a> &#8211; was used.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-1.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 1"><img class="alignnone size-medium wp-image-4372" title="Lighthouse GTC - 1" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-1-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-2.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 2"><img class="alignnone size-medium wp-image-4373" title="Lighthouse GTC - 2" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-2-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-3.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 3"><img class="alignnone size-medium wp-image-4374" title="Lighthouse GTC - 3" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-3-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-4.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 4"><img class="alignnone size-medium wp-image-4375" title="Lighthouse GTC - 4" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-4-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-5.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 5"><img class="alignnone size-medium wp-image-4376" title="Lighthouse GTC - 5" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-5-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-6.jpg" rel="shadowbox[post-4331];player=img;" title="Lihthouse GTC - 6"><img class="alignnone size-medium wp-image-4377" title="Lihthouse GTC - 6" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-6-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-7.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 7"><img class="alignnone size-medium wp-image-4378" title="Lighthouse GTC - 7" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-7-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-8.jpg" rel="shadowbox[post-4331];player=img;" title="Lihthouse GTC - 8"><img class="alignnone size-medium wp-image-4379" title="Lihthouse GTC - 8" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-8-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: justify;">Of course, those are just technical demos, but they are giving a good glimpse on what future games and future physics engines (PhysX SDK 3.x, anyone ?) may bring us.</p>
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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>

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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>
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<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>
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