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	<title>PhysXInfo.com - PhysX News &#187; PhysX Games</title>
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		<title>Echoes from the past: The PhysX of Switchball</title>
		<link>http://physxinfo.com/news/8322/echoes-from-the-past-the-physx-of-switchball/</link>
		<comments>http://physxinfo.com/news/8322/echoes-from-the-past-the-physx-of-switchball/#comments</comments>
		<pubDate>Tue, 01 May 2012 12:52:04 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Ageia PPU]]></category>
		<category><![CDATA[Switchball]]></category>
		<category><![CDATA[Video]]></category>

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Switchball has a special place in a history of hardware PhysX acceleration, as it was one of the first games with support for Ageia PhysX cards (Switchball demo was included on a CD with PPUs, although the game itself was released later one, in 2007).
Following video, showcasing the physics of Switchball in action, was prepared [...]]]></description>
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<p style="text-align: justify;"><a href="http://physxinfo.com/wiki/Switchball">Switchball</a> has a special place in a history of <strong>hardware PhysX</strong> acceleration, as it was one of the first games with support for <a href="http://physxinfo.com/wiki/Ageia_PhysX_PPU">Ageia PhysX</a> cards (Switchball demo was included on a CD with PPUs, although the game itself was released later one, in 2007).</p>
<p style="text-align: justify;">Following video, showcasing the physics of Switchball in action, was prepared by our fellow reader Andrew &#8220;<a href="http://physxinfo.com/forum/index.php?action=profile;u=32">MohawkADE</a>&#8221; Elliott.</p>
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<p style="text-align: justify;">Being a physics based puzzle-platfromer title, <strong>Switchball</strong> was offering special puzzles using <span style="text-decoration: underline;">SPH fluid</span> dynamics and <span style="text-decoration: underline;">cloth simulation</span> exclusive for Ageia PPU owners (if PPU was not found in the system, such sequences were substituted with less advanced versions).</p>
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		<title>Mech shooter Hawken will feature GPU PhysX support</title>
		<link>http://physxinfo.com/news/8293/mech-shooter-hawken-will-feature-gpu-physx-support/</link>
		<comments>http://physxinfo.com/news/8293/mech-shooter-hawken-will-feature-gpu-physx-support/#comments</comments>
		<pubDate>Sun, 29 Apr 2012 18:52:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Hawken]]></category>
		<category><![CDATA[PhysX]]></category>

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Hawken is a promising online mech-based combat game, under development by indie company Adhesive Games. This upcoming title has already garnered enough fans among players, thanks to excellent level design and gorgeous visuals.

Recently, Hawken trailer, featuring additional physically simulated particle effects, was demonstrated during Jen-Hsun Huang Keynote at NVIDIA Gaming Festival (NGF 2012).
Later on, PhysX [...]]]></description>
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<p style="text-align: justify;"><a href="http://www.playhawken.com/">Hawken</a> is a promising online mech-based combat game, under development by indie company Adhesive Games. This upcoming title has already garnered enough fans among players, thanks to excellent level design and gorgeous visuals.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken1.jpg" rel="shadowbox[post-8293];player=img;" title="hawken1_sm"><img class="aligncenter size-full wp-image-8298" title="hawken1_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken1_sm.jpg" alt="" width="550" height="250" /></a></p>
<p style="text-align: justify;">Recently, Hawken trailer, featuring additional physically simulated particle effects, was demonstrated during Jen-Hsun Huang Keynote at <a href="http://www.geforce.com/whats-new/articles/watch-live-streaming/" target="_blank">NVIDIA Gaming Festival</a> (NGF 2012).</p>
<p style="text-align: justify;">Later on, PhysX support <a href="https://twitter.com/#!/digitalHUGHES/status/196654881552089088" target="_blank">was confirmed</a> by <span style="text-decoration: underline;">Jason Hughes</span>, producer at Adhesive Games.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-8294" title="hawken_physx" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken_physx.png" alt="" width="514" height="68" /></p>
<p><span id="more-8293"></span></p>
<p style="text-align: justify;">According to our sources, game will not only include PhysX <span style="text-decoration: underline;">particle effects</span>, but also have <span style="text-decoration: underline;">destructible environments</span>.</p>
<p style="text-align: justify;"><strong>Update:</strong> several screenshots were captured by <a href="http://game.watch.impress.co.jp/" target="_blank">Game Watch</a> website.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken2.jpg" rel="shadowbox[post-8293];player=img;" title="hawken2_sm"><img class="size-full wp-image-8310 alignnone" title="hawken2_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken2_sm.jpg" alt="" width="300" height="160" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken3.jpg" rel="shadowbox[post-8293];player=img;" title="hawken3_sm"><img class="size-full wp-image-8312 alignnone" title="hawken3_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken3_sm.jpg" alt="" width="300" height="160" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken4.jpg" rel="shadowbox[post-8293];player=img;" title="hawken4_sm"><img class="alignnone size-full wp-image-8316" title="hawken4_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken4_sm.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken5.jpg" rel="shadowbox[post-8293];player=img;" title="hawken5_sm"><img class="alignnone size-full wp-image-8318" title="hawken5_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken5_sm.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: justify;"><strong>Hawken</strong> is slated to be released at 12.12.2012.</p>
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		<item>
		<title>GPU PhysX trailer for Borderlands 2 was caught on camera</title>
		<link>http://physxinfo.com/news/8052/gpu-physx-trailer-for-borderlands-2-was-caught-on-camera/</link>
		<comments>http://physxinfo.com/news/8052/gpu-physx-trailer-for-borderlands-2-was-caught-on-camera/#comments</comments>
		<pubDate>Thu, 29 Mar 2012 18:40:36 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Video]]></category>

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Following trailer, showcasing hardware accelerated PhysX effects in upcoming Borderlands 2 title from Gearbox Software, was recorded on camera by one of the participants of Nvidia GeForce GTX Meet-Up event, which was held in San Francisco on March 28.
Update: alternative version

Now you can see all previosly mentioned effects &#8211; physical particles, tearable cloth and dynamic [...]]]></description>
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<p style="text-align: justify;">Following trailer, showcasing hardware accelerated PhysX effects in upcoming <strong>Borderlands 2</strong> title from <strong>Gearbox Software</strong>, was recorded on camera by one of the participants of <a href="http://www.geforce.com/whats-new/articles/do-not-delay-enter-the-nvidia-geforce-gtx-community-meet-up-contest-today/" target="_blank">Nvidia GeForce GTX Meet-Up</a> event, which was held in San Francisco on March 28.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://www.youtube.com/watch?v=LJPmY13Jmr8" target="_blank">alternative version</a></p>
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<p style="text-align: justify;">Now you can see all <a href="http://physxinfo.com/news/7865/borderlands-2-will-be-enhanced-with-gpu-physx-effects/">previosly mentioned</a> effects &#8211; physical particles, tearable cloth and dynamic fluids &#8211; in action.</p>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>EvE Online may be further enhanced with DX11 and PhysX</title>
		<link>http://physxinfo.com/news/8008/eve-online-may-be-further-enhanced-with-dx11-and-physx/</link>
		<comments>http://physxinfo.com/news/8008/eve-online-may-be-further-enhanced-with-dx11-and-physx/#comments</comments>
		<pubDate>Sat, 24 Mar 2012 17:20:39 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[DX11]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[PhysX]]></category>

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Some interesting technology prototypes, that might greathly enhance Eve Online visual look in the future, were demonstrated today during &#8220;CCP Presents&#8221; keynote at Fanfest 2012 event by Tony Tamassi, Senior Vice President of Content &#38; Technology in NVIDIA.
Update: video available
Update #2: devblog from CCP &#38; article from NVIDIA
First one &#8211; DX 11 support and tesselation. [...]]]></description>
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<p style="text-align: justify;">Some interesting technology prototypes, that might greathly enhance <a href="http://www.eveonline.com/" target="_blank">Eve Online</a> visual look in the future, were demonstrated today during &#8220;CCP Presents&#8221; keynote at <strong>Fanfest 2012</strong> event by <span style="text-decoration: underline;">Tony Tamassi</span>, Senior Vice President of Content &amp; Technology in NVIDIA.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://www.youtube.com/watch?v=yNxb_nOKcxs" target="_blank">video available</a></p>
<p style="text-align: justify;"><strong>Update #2:</strong> <a href="http://community.eveonline.com/devblog.asp?a=blog&amp;nbid=28530" target="_blank">devblog</a> from CCP &amp; <a href="http://www.geforce.com/whats-new/articles/eve-online-physx-and-directx-11-tessellation-effects-demonstrated/" target="_blank">article</a> from NVIDIA</p>
<p style="text-align: justify;">First one &#8211; <strong>DX 11 support</strong> and <strong>tesselation</strong>. In a real-time demo scene (running on a GTX 560, btw &#8211; &#8220;most commonly used card in EvE&#8221; as Tony stated), <span style="text-decoration: underline;">tesselation</span> was used to enhance relatively simple model of <span style="text-decoration: underline;">Revenant</span> Sansha Carrier with incredible number of smaller details (all the spurs, cables and stuff &#8211; being real geometry, not plain normal maps), all properly lightened and casting real shadows.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/03/eve_dx11_physx.jpg" rel="shadowbox[post-8008];player=img;" title="eve_dx11_physx_sm"><img class="aligncenter size-full wp-image-8010" title="eve_dx11_physx_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/03/eve_dx11_physx_sm.jpg" alt="" width="550" height="289" /></a></p>
<p style="text-align: justify;">Second &#8211; additionally <strong>physically simulated objects</strong> in the space. In the same demo, while fairing through massive asteroid field, carrier was colliding with smaller asteroids and debris, flying all other the field, crashing and fracturing them upon impact. All simulation was done through <strong>PhysX SDK</strong>.</p>
<p style="text-align: justify;"><tt>We remind you that currently PhysX/APEX is already used to sumulate clothing and hair on characters in EvE Online.</tt></p>
<p style="text-align: justify;">And finally, innovative offer was presented &#8211; capsuleers will have an option to <strong>buy NVIDIA GPUs</strong>.. for <strong>PLEX</strong>. GTX 560 was priced at 20 PLEX (however, offer might be limited to this model only).</p>
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		<item>
		<title>Borderlands 2 will be enhanced with GPU PhysX effects</title>
		<link>http://physxinfo.com/news/7865/borderlands-2-will-be-enhanced-with-gpu-physx-effects/</link>
		<comments>http://physxinfo.com/news/7865/borderlands-2-will-be-enhanced-with-gpu-physx-effects/#comments</comments>
		<pubDate>Thu, 22 Mar 2012 13:02:31 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Gearbox]]></category>
		<category><![CDATA[GTX 680]]></category>
		<category><![CDATA[Kepler]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[PhysX]]></category>

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It is now official &#8211; Borderlands 2 will be the next game to support GPU accelerated PhysX effects.
Update: GPU PhysX trailer was caught on camera
At GeForce Kepler Editor’s Day (event, during which Kepler GPUs were presented to press), Borderlands 2 demo featuring GPU PhysX effects was demonstrated by Randy Pitchford, Gearbox Founder and CEO, running [...]]]></description>
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<p style="text-align: justify;">It is now official &#8211; <a href="http://www.borderlands2.com/" target="_blank">Borderlands 2</a> will be the next game to support <strong>GPU accelerated PhysX</strong> effects.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/8052/gpu-physx-trailer-for-borderlands-2-was-caught-on-camera/">GPU PhysX trailer</a> was caught on camera</p>
<p style="text-align: justify;">At GeForce Kepler Editor’s Day (event, during which Kepler GPUs were presented to press), <strong>Borderlands 2</strong> demo featuring GPU PhysX effects was demonstrated by <span style="text-decoration: underline;">Randy Pitchford</span>, Gearbox Founder and CEO, running on a GeForce <strong>GTX 680</strong> GPU.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7872" title="borderlands2_physx" src="http://physxinfo.com/news/wp-content/uploads/2012/03/borderlands2_physx.jpg" alt="" width="550" height="309" /></p>
<p style="text-align: justify;">Hardware accelerated content will include:</p>
<ul>
<li style="text-align: justify;"> Fully simulated <span style="text-decoration: underline;">tearable cloth</span> which interacts with weapons, forces, weather, etc</li>
<li style="text-align: justify;">Persistent <span style="text-decoration: underline;">GPU simulated particles</span> that interact with the world</li>
<li style="text-align: justify;">Fully-interactive <span style="text-decoration: underline;">fluids</span></li>
<li style="text-align: justify;">Maybe something more</li>
</ul>
<p><span id="more-7865"></span></p>
<p style="text-align: justify;"><strong>Update:</strong> Some impressions from journalists who saw the live demo:</p>
<p style="text-align: justify;"><a href="http://www.gamespot.com/features/nvidias-kepler-gtx-680-powering-the-next-gen-6367388/" target="_blank">Gamespot</a>:</p>
<blockquote>
<p style="text-align: justify;">The PC version of Gearbox Software&#8217;s upcoming Borderlands 2 is set to  support many PhysX enhancements. These include water that reacts  accurately to a player&#8217;s movements, rippling and splashing around the  environment as you walk through it.</p>
<p style="text-align: justify;">Borderlands 2 also makes use of  PhysX to render destruction. For example, fire a rocket launcher into  the ground, and huge chunks of earth and gravel fly into the air. The  resulting debris settles on the floor, where you can kick it around by  walking through it.</p>
</blockquote>
<p style="text-align: justify;"><a href="http://www.eurogamer.net/articles/df-hardware-nvidia-gtx-680-review" target="_blank">Eurogamer</a>:</p>
<blockquote>
<p style="text-align: justify;">At NVIDIA&#8217;s press event we were treated to a demo of Borderlands 2 with  PhysX enhancements including some impressive water simulation, enhanced  (destructible!) cloth physics and volumetric smoke trails from rockets,  which animated beautifully.</p>
</blockquote>
<p style="text-align: justify;"><a href="http://www.destructoid.com/review-nvidia-geforce-gtx-680-224337.phtml" target="_blank">Destructoid:</a></p>
<blockquote>
<p style="text-align: justify;">At NVIDIA&#8217;s Editor&#8217;s Day, Gearbox Software CEO Randy Pitchford showed off <em>Borderlands 2</em> and how it implemented PhysX. Fluids pooled and flowed in complete  real-time, and even reacted to explosions &#8212; splashing about into  numerous smaller puddles.</p>
<p style="text-align: justify;">Cloth materials reacted accordingly to foreign  objects, and could even be torn and shredded when fired at.</p>
<p style="text-align: justify;">It was  quite incredible how these effects could be handled with such relative  ease in real-time, when just five years ago it took me several hours to  render them for 3D animations on a high-end PC.</p>
</blockquote>
<p style="text-align: justify;">We hope that Gearbox will provide more detailed information, including screenshots or video, soon enough.</p>
<p style="text-align: justify;"><strong>Borderlands 2</strong> is slated to be released in September, 2012.</p>
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		<title>QQ Dance 2: Party will not go on without PhysX</title>
		<link>http://physxinfo.com/news/7867/qq-dance-2-party-will-not-go-on-without-physx/</link>
		<comments>http://physxinfo.com/news/7867/qq-dance-2-party-will-not-go-on-without-physx/#comments</comments>
		<pubDate>Thu, 22 Mar 2012 12:59:46 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[QQ Dance]]></category>
		<category><![CDATA[Video]]></category>

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QQ Dance 2 is a sequel to ultra-popular (over 2 million concurrent users, 100 million registered users) Chinese online dancing game called, obviously, QQ Dance.
Build on proprietary H3D engine, QQ Dance 2 will not only provide significant improvement in visual fidelity, but also feature fully simulated clothing and hair on characters using PhysX SDK 2.8.4 [...]]]></description>
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<p style="text-align: justify;"><strong>QQ Dance 2</strong> is a sequel to ultra-popular (over 2 million concurrent users, 100 million registered users) Chinese online dancing game called, obviously, <a href="http://x5.qq.com/" target="_blank">QQ Dance</a>.</p>
<p style="text-align: justify;">Build on proprietary <span style="text-decoration: underline;">H3D</span> engine, <strong>QQ Dance 2</strong> will not only provide significant improvement in visual fidelity, but also feature fully <span style="text-decoration: underline;">simulated clothing and hair</span> on characters using <strong>PhysX SDK 2.8.4</strong> and <a href="http://physxinfo.com/wiki/APEX_Clothing">APEX Clothing</a> module.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/25FBgDS2hYM?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/25FBgDS2hYM?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Presented demo is containing <span style="text-decoration: underline;">50 000</span> simultaneously simulated cloth vertices (for example, even most intense scene in <a href="http://physxinfo.com/data/vreview_maf2.php">Mafia 2</a> has no more than 15 000 cloth vertices).</p>
<p style="text-align: justify;"><strong>QQ Dance 2</strong> is supposed to be released in Q4 2012. This game will not only support <strong>GPU acceleration</strong>, but also have a CPU path for non-NVIDIA systems.</p>
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		<title>NVIDIA will demonstrate new GPU PhysX game at PDXLAN?</title>
		<link>http://physxinfo.com/news/7242/nvidia-will-demonstrate-new-gpu-physx-game-at-pdxlan/</link>
		<comments>http://physxinfo.com/news/7242/nvidia-will-demonstrate-new-gpu-physx-game-at-pdxlan/#comments</comments>
		<pubDate>Mon, 13 Feb 2012 12:43:01 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[PhysX Hardware]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Gearbox]]></category>
		<category><![CDATA[Kepler]]></category>

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&#8220;NVIDIA and Gearbox are bringing something really special to PDXLAN 19. 
Attendees are in for an exclusive treat that will blow your mind!!&#8221;
These welcome words can be found on official page of upcoming PDXLAN event.

Rumors are saying, that NVIDIA will demonstrate special PhysX demo of a game from Gearbox Software, running on next-gen &#8220;Kepler&#8221; GPU.
UPDATE [...]]]></description>
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<p style="text-align: center;">&#8220;<strong>NVIDIA and Gearbox are bringing something really special to PDXLAN 19. </strong></p>
<p style="text-align: center;"><strong>Attendees are in for an exclusive treat that will blow your mind</strong>!!&#8221;</p>
<p style="text-align: justify;">These welcome words can be found on official page of upcoming <a href="http://www.pdxlan.net/portland/">PDXLAN</a> event.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-7256" title="pdxlan" src="http://physxinfo.com/news/wp-content/uploads/2012/02/pdxlan.jpg" alt="" width="550" height="272" /></p>
<p style="text-align: justify;">Rumors are <a href="http://vr-zone.com/articles/nvidia-to-demonstrate-physx-on-gk104-kepler-gpu-on-friday-/14853.html">saying</a>, that NVIDIA will demonstrate special <strong>PhysX demo</strong> of a game from <strong>Gearbox Software</strong>, running on next-gen &#8220;Kepler&#8221; GPU.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>UPDATE [19.02.2012]:</strong></span> NVIDIA presentation was held on Saturday (18 Feb), at 5 pm.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7409" title="pdxlan_nv1" src="http://physxinfo.com/news/wp-content/uploads/2012/02/pdxlan_nv1.jpg" alt="" width="550" height="227" /></p>
<p style="text-align: justify;">According to some <a href="http://www.overclock.net/t/1214616/pdxlan-nvidia-and-gearbox-to-announce-something-special-at-pdxlan-19/130#post_16500481" target="_blank">people</a>, who was participating in the event &#8211; <strong>NVIDIA was not showing Kepler GPUs</strong>.</p>
<p style="text-align: justify;">Intead, there were Tegra 3 presentation, giveaway contests (with T-shirts and even Transformer Prime tablets) and Borderlands 2 demo. But, unfortunately, &#8220;<a href="http://hardforum.com/showpost.php?p=1038401954&amp;postcount=302" target="_blank">no word on PhysX</a>&#8220;  support in Borderlands.</p>
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		<title>OpenC1 project returns: version 1.4 is up</title>
		<link>http://physxinfo.com/news/7120/openc1-project-returns-version-1-4-is-up/</link>
		<comments>http://physxinfo.com/news/7120/openc1-project-returns-version-1-4-is-up/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 20:43:21 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Carmageddon]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[XNA]]></category>

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After year of silence, OpenC1 project (previously known as OpenCarmageddon) &#8211; fan-made remake of classic Carmageddon racing game -  returns in a form of new and stable version 1.4.
OpenC1 utilizes XNA for graphics and PhysX SDK as physics engine. It implements almost all features of the original 	game (vehicles, tracks, vehicle damage and car deformations, [...]]]></description>
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<p style="text-align: justify;">After year of silence, <a href="http://www.1amstudios.com/projects/openc1/">OpenC1 project</a> (previously known as <strong>OpenCarmageddon</strong>) &#8211; fan-made remake of classic <strong>Carmageddon</strong> racing game -  returns in a form of new and stable version 1.4.</p>
<p style="text-align: justify;"><strong>OpenC1</strong> utilizes XNA for graphics and PhysX SDK as physics engine. It implements almost all features of the original 	game (vehicles, tracks, vehicle damage and car deformations, pedestrians, AI and opponents, checkpoints, 	UI, etc) and can use data files (car models, levels, textures, sounds) from Carmageddon title and Splatpack add-on.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/0afl6ruHZgI?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="360" src="http://www.youtube.com/v/0afl6ruHZgI?version=3&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">In comparison to <a href="http://physxinfo.com/news/4629/openc1-stable-version-1-3-1-released/">1.3.1 version</a>, usability has been improved greatly &#8211; <strong>OpenC1</strong> can now automatically download free content from Camageddon and Splatpack demos, it also includes data management functionality and is far more stable.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-7124" title="openC1_14_2" src="http://physxinfo.com/news/wp-content/uploads/2012/02/openC1_14_2.png" alt="" width="350" height="101" /></p>
<p style="text-align: justify;">All you need is to download archive with <strong>1.4 version</strong> from <a href="http://www.1amstudios.com/projects/openc1/">OpenC1 project page</a> or <a href="http://physxfiles.com/openc1_1.4.zip">our server</a> (<a href="https://www.virustotal.com/file/16d64aa28d5351dc6bd6640837c6d83f7c18a64e336c5e53bd58c9a78a66b17a/analysis/1329336385/" target="_blank">virustotal report</a>), extract it, install latest <a href="http://www.nvidia.com/object/physx-9.11.1111-driver.html" target="_blank">PhysX System Software</a>, <a href="http://www.microsoft.com/download/en/details.aspx?id=22588" target="_blank">XNA Framework 3.0</a> and run the <span style="text-decoration: underline;">OpenC1.exe</span> file.</p>
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		<title>Investigation: boosting fps in Batman: Arkham City with APEX .dlls from Mafia II</title>
		<link>http://physxinfo.com/news/7066/investigation-boosting-fps-in-batman-arkham-city-with-apex-dlls-from-mafia-ii/</link>
		<comments>http://physxinfo.com/news/7066/investigation-boosting-fps-in-batman-arkham-city-with-apex-dlls-from-mafia-ii/#comments</comments>
		<pubDate>Mon, 02 Jan 2012 23:11:27 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Tweaks]]></category>

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Today we have stumbled upon following article (and related post), that is promising huge framerate boost in Batman: Arkham City with GPU PhysX effects enabled by replacing certain APEX .dll file with same .dll, but from Mafia II title (which is also featuring APEX based GPU PhysX effects). We decided to perform a little research [...]]]></description>
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<p style="text-align: justify;">Today we have stumbled upon <a href="http://www.dsogaming.com/news/batman-arkham-city-physx-fps-boost-in-dx11-and-dx9-with-custom-apex-dll/" target="_blank">following article</a> (and <a href="http://forums.guru3d.com/showpost.php?p=4208679&amp;postcount=1080">related post</a>), that is promising huge framerate boost in <a href="http://physxinfo.com/data/vreview_batman2.php">Batman: Arkham City</a> with <strong>GPU PhysX</strong> effects enabled by replacing certain APEX .dll file with same .dll, but from <a href="http://physxinfo.com/data/vreview_maf2.php">Mafia II</a> title (which is also featuring APEX based GPU PhysX effects). We decided to perform a little research on this effect:</p>
<p style="text-align: justify;">Author of this method is suggesting to replace original file <span style="text-decoration: underline;">APEX_Clothing_x86.dll</span>, located in Batman: AC folder, with renamed <span style="text-decoration: underline;">APEX Clothing.dll</span> from Mafia II installation. Both those libraries are used by <a href="http://physxinfo.com/wiki/APEX_Clothing">APEX Clothing</a> module (and are responcible for cloth and clothing simulation), but have different version &#8211; Batman&#8217;s .dll is related to <span style="text-decoration: underline;">APEX 1.1</span> and the one from Mafia II &#8211; <span style="text-decoration: underline;">APEX 1.0</span>.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/01/tweak_batman2.jpg" rel="shadowbox[post-7066];player=img;" title="tweak_batman2_sm"><img class="aligncenter size-full wp-image-7082" title="tweak_batman2_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/01/tweak_batman2_sm.jpg" alt="" width="600" height="268" /></a></p>
<p style="text-align: justify;">Thus, with APEX 1.0 library cloth assets in Batman <strong>are not recognized and not simulated</strong> &#8211; they are simply appearing on level in frozen state, hovering above the ground (like carpets and posters on a screenshot below).</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/01/tweak_batman2_2.jpg" rel="shadowbox[post-7066];player=img;" title="tweak_batman2_sm_2"><img class="aligncenter size-full wp-image-7095" title="tweak_batman2_sm_2" src="http://physxinfo.com/news/wp-content/uploads/2012/01/tweak_batman2_sm_2.jpg" alt="" width="600" height="268" /></a></p>
<p style="text-align: justify;">Disabled cloth simulation is giving you desired fps boost, but you can achieve same effect by setting &#8220;Hardware Accelerated PhysX&#8221; option to &#8220;Normal&#8221; &#8211; this will switch off all cloth and clothing simulation, leaving only particle PhysX effects, without necessity to mess up the .dlls.</p>
<p><span id="more-7066"></span></p>
<p style="text-align: justify;">To measure the effect on performance, we have tested the game using various combination of .dlls and PhysX settings (High in-game settings, DX 9).</p>
<table style="border-collapse: collapse; margin-left: auto; margin-right: auto; margin-bottom: 10px;">
<tbody>
<tr>
<td style="border: 1px solid #858585; padding: 5px;"></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Batman: AC .dll</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Mafia II .dll</strong></td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>PhysX High</strong></td>
<td style="border: 1px solid #858585; padding: 5px;">min: 26 fps</p>
<p>max: 94 fps</p>
<p>average: 52 fps</td>
<td style="border: 1px solid #858585; padding: 5px;">min: 33 fps</p>
<p>max: 117 fps</p>
<p>avarage: 74 fps</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>PhysX Normal</strong></td>
<td style="border: 1px solid #858585; padding: 5px;">min: 33 fps</p>
<p>max:117 fps</p>
<p>average: 71 fps</td>
<td style="border: 1px solid #858585; padding: 5px;">min: 40 fps</p>
<p>max: 119 fps</p>
<p>average: 74 fps</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">As we expected, there is <strong>almost no difference</strong> in framerate between &#8220;tweaked&#8221; .dlls on &#8220;High PhysX&#8221; settings and original .dlls on &#8220;Normal PhysX&#8221; settings, since effect is similar &#8211; disabled cloth simulation.</p>
<p style="text-align: justify;">Nothing like &#8220;magic tweak that increases fps by using files  from older game, because new one is hobbled by purpose&#8221; as one may expect.</p>
<p style="text-align: justify;"><strong>Sum &#8211; Pros:</strong></p>
<ul>
<li style="text-align: justify;">Performace boost.</li>
<li style="text-align: justify;">PhysX cloth objects are not removed completely, as on &#8220;Normal&#8221; PhysX settings.</li>
</ul>
<p style="text-align: justify;"><strong>Sum &#8211; Cons:</strong></p>
<ul>
<li style="text-align: justify;">Frozen PhysX cloth objects without proper physical interaction may look out of place.</li>
<li style="text-align: justify;">Older APEX .dll may decrease game stability and disable cloth simulation, that is not part of GPU PhysX effects.</li>
<li style="text-align: justify;">Same effect can be achieved by switching PhysX option to &#8220;Normal&#8221;, without any potential negative backwash.</li>
</ul>
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		<title>Comparison PhysX screenshots for Batman: Arkham City</title>
		<link>http://physxinfo.com/news/6963/comparison-physx-screenshots-for-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6963/comparison-physx-screenshots-for-batman-arkham-city/#comments</comments>
		<pubDate>Sun, 18 Dec 2011 16:32:46 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Comparison]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Screenshots]]></category>

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

You can view comparison screenhots, video and additional info at Batman: Arkham City &#8211; GPU PhysX Profile page .
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<p style="text-align: justify;">We have added a set of comparison PhysX screenshots for <strong>Batman: Arkham City</strong>, which in pair with previously released <a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/">comparison video</a> are completing our <strong>GPU PhysX Profile</strong> for this title.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/data/vreview_batman2.php" title="batman2_screenshots"><img class="aligncenter size-full wp-image-6965" title="batman2_screenshots" src="http://physxinfo.com/news/wp-content/uploads/2011/12/batman2_screenshots.jpg" alt="" width="550" height="344" /></a></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/data/vreview_batman2.php"></a>You can view comparison screenhots, video and additional info at <a href="http://physxinfo.com/data/vreview_batman2.php">Batman: Arkham City &#8211; GPU PhysX Profile</a> page .</p>
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