Archive for the ‘PhysX Games’ Category
New trailer, that demonstrates GPU accelerated physics effects in a recently released The Bureau: XCOM Declassified title, was revealed today by NVIDIA.
As one may notice, GPU PhysX support in The Bureau includes intensive use of Turbulence and impact debris particles, and also physically simulated cloth objects.
During the SOE Live 2013, Sony Online Entertainment has presented its next MMORPG title in the EverQuest series – EverQuest Next.
The game will be based on modified Forgelight engine, the one that powers PlanetSide 2, and will offer players an outstanding amount of creative possibilities (and destructive ones), thanks to the voxel-based terrain technology.
Recent IGN Commentary video has revealed that PC version of “The Bureau: XCOM Declassified“, third-person shooter with tactical elements from 2K Games, will feature, among other improvements, the support for GPU accelerated PhysX effects.
Update: GPU PhysX effects trailer
As one can notice (at 1:30), the Advanced Graphics options menu of The Bureau includes “PhysX Particles” and “PhysX Cloth” settings, that can be switched On and Off separately.
According to information we have recieved so far, The Bureau: XCOM Declassified will be based on PhysX SDK 2.8.4 and Unreal Engine 3, and will feature not only particle (mesh debris) and cloth effects, but also use APEX Turbulence module.
More interesting news are coming from NVIDIA Press Event (Editor’s Day), which was held recently at E3 2013.
It is now confirmed that Batman: Arkahm Origins, third game in the award-winning Batman Saga, will support GPU accelerated PhysX effects.
As the PhysX SDK and APEX integration was announced for The Witcher 3: Wild Hunt, new RPG title from CD Project Red, the only question was bothering us – will the game actually include hardware accelerated PhysX effects?
Finally, the following photo from the NVIDIA Editor’s Day presentation at E3, revealed recently by Igor Stanek, Head of NVIDIA EMEAI Tegra PR, is putting an end to the debate – The Witcher 3 will officially support GPU PhysX, along with other enhancements.
So far, we do not have any detailed information about PhysX SDK (we only assume that PhysX 3 will be used) integration or level GPU PhysX effects.
We can only say that “Fur and Hair”, mentioned in the slide, are related to actual physically simulated hair and fur technology (APEX Hair & Fur), presented previously.
PC version of recently released Metro: Last Light title features not only vivid DX11 based graphics, but also hardware accelerated PhysX effects.
In the following article we’ll try to gather the most reliable and accurate GPU PhysX benchmarks and tests for this game.
[14.05.2013] Metro Last Light – GPU Test by GameGPU
Sufficient amount of NVIDIA GPUs was tested in this article with the help of Metro’s built-in benchmark. However, since heavy graphics options (like SSAA) were used, it is hard to determine actual PhysX performance.
Metro: Last Light, a post-apocalyptic first person shooter with survival horror elements, is joining the family of PhysX enabled titles by offering a support for GPU accelerated physics effects.
Update #2: Metro: Last Light – GPU PhysX Profile
First game in the series – Metro 2033 – was also featuring a GPU PhysX content, however, it was limited to basic particle effects.
Was the Last Light able to improve the results of its predecessor? Let’s find out.
More or less detailed information on GPU PhysX support level in the upcoming Metro: Last Light title was revealed today in the “Metro: Last Light Graphics Breakdown & Performance Guide” article by NVIDIA.
Update: GPU PhysX in Metro: Last Light
Similar to the previous Metro 2033 game, Last Light features two levels of PhysX integration – standart, CPU based physics calculations like rigid body physics and ragdolls, working on all platforms from PC to consoles, and extra, so called “Advanced PhysX” effects, designed to be accelerated on the GPU.
According to the article, advanced physics effects will include:
- Physically simulated particles such as impact debris, sparks, extra chunks from destructible objects and other types of environmental particles.
- SPH based smoke and fog simulation, that reacts to players movements and actions. With the advanced physics disabled, players will see only pre-backed non-interactive animation instead of real-time simulation.
- Interactive cloth objects, such as banners, flags and drapes. Yet again, without advanced PhysX option enabled, most cloth will remain pre-animated or static.
- Dynamic forcefields, such as shockwaves from grenade explosions, that will affect all types of the PhysX effects decribed above, for example, repell all nearby particles and rigid bodies upon detonation.
Looks solid and it seems that PhysX effects in Last Light will end up being more vibrant and diverse than in previous Metro title.
As always, you can expect full PhysX review here on PhysXInfo.com short after Metro: Last Light release, which will happen this week.
A very interesting presentation from Game Developer Conference 2013 – “Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction” by Dane Johnston (NVIDIA), Aron Zoellner (NVIDIA), Tramell Isaac (SOE) and Ryan Elam (SOE) – is now finally available for replay from GDC Vault.
The presentation covers the basic features and authoring pipeline of APEX Turbulence and APEX Destruction modules, among other modules, and also provides a little post-mortem on how those modules were utilized to enhance several latest GPU PhysX games – PlanetSide 2 and Hawken.
It was also revealed during the talk, that with current implementation of GPU physics effects in Planetside 2 developers have only “scratched the surface of what APEX can do”, as more advanced content, including enhanced Turbulence effects, Destructible environments (like player created bases) and potentially Environmental cloth will be coming to the game in the future. Good news for PlanetSide 2 players.
During Hawken and APEX Destruction part, it was mentioned that upcoming improvements for the Destruction module will include networking sync support, damage based vertex coloring, more authoring tools options (PhysX plug-ins, third party) and also a new damage system, that is based on artist feedback.
Finally, the APEX Hair & Fur was mentioned as the upcoming module.
Folks at TomsHardware have kindly uploaded an onscreen recording of the “Post Mortem: GPU Accelerated Effects in Borderlands 2” talk, which was presented at GPU Technology Conference (GTC 2013) and, later on, at Game Developer Conference (GDC 2013) in March, and is not yet available through official channels.
The presentation covers the implementation details and the authoring process of the extra physics effects (impact debris particles, simulated cloth and SPH fluids) for one of the best game with GPU PhysX support – Borderlands 2.