Archive for the ‘PhysX Games’ Category
Borderlands 2, latest and probably one of the greatest games with support for GPU accelerated PhysX effects, is a HOT topic these days.
Update: GPU PhysX in Borderlands 2 – PhysX review and comparison video
Update #2: Borderlands 2 PhysX Benchmark Roundup
Usually, extra PhysX effects are meant to be executed on compatible NVIDIA GPUs, so even if one can force his CPU to do the work, it is not very effective – massive slowdowns and fps drops during scenes with intence physics are make the games hardly enjoyable. This is valid for titles like Batman series, Alice: Madness Returns, Mafia II and others.
Said matter was a tough topic over recent years, even resulting in claims that NVIDIA “hobbles” the CPU PhysX performance by purpose, to make their GPUs look more advantageous.
However, recently we saw many reports (mostly from AMD users) that Borderlands 2 shows surprisingly good performance, while running with all PhysX effects enabled even without a NVIDIA card in the system.
Thus, we decied to perform a little investigation to answer the question – can a CPU handle all the extra PhysX effects in Borderlands 2 ?
A boss fight against “Boom and his brother Bewm” is a good candidate for PhysX testing – scene contains a lot of particles (also, particles are constantly generated over time) and some cloth objects.
One hour long video of Borderlands 2 co-op gameplay was revealed by Gamespot, with commentaries by Randy Pitchford, President of Gearbox Software.
Gameplay was recorded on PC platform, with all the GPU PhysX effects and eyecandy enabled.
If previous PhysX trailer has not given you an idea about level of PhysX support in this game, maybe this video will.
New GPU PhysX trailer for Borderlands 2 title from Gearbox was revealed today, showcasing hardware accelerated physics effects which will be added to PC version of the game.
Update: one hour gameplay video with PhysX effects
Few months ago, several cam footages of first PhysX trailer were uploaded to YouTube, but following demonstration is significantly better – longer, smoother, more detailed, in full HD glory, without tremble and background noise.
So far, hardware accelerated effects will include SPH fluid simulation and rendering (with different behaviour – water, acid, blood, etc), tearable cloth, advanced forcefields manipulation and enhanced weapon effects (impact debris, volumetric smoke, additional particles from explosions).
From technical standpoint, physics in the game will be based on PhysX SDK 2.8.4 and APEX 1.x (may be subject to change).
While inspecting the PC version of Hitman: Sniper Challenge demo, recently released as bonus to Hitman: Absolution pre-order, we have spotted interesting detail – this demo is utilizing PhysX SDK 2.8.4 engine for physics calculations.
Since Sniper Challenge is based on same new “Glacier 2” engine, developed by IO Interactive, it is safe to assume that Hitman: Absolution (and other future games on this engine) will be also using PhysX SDK.
PhysX is responcible for rigid body physics, character controller and collision detection, while cloth simulation is powered by CloakWorks Shroud engine.
However, we do not have any official or unofficial information regarding GPU PhysX support in Hitman: Absolution – most likely, it will feature only CPU based physics.
As interesting note, latest games by IO Interactive – Kane & Lynch: Dead Men and Kane & Lynch 2: Dog Days – were using Havok physics solution.
As revealed in our previous article, online mech-based shooter Hawken, currently under development by indie company Adhesive Games, will include additional GPU accelerated PhysX effects.
In-depth interview, published today on GeForce.com website, sheds more light on GPU PhysX support, and various types of already implemented and upcoming physics effects (apart from other topics).
Lot of the stuff [uses] PhysX Particles, so when players are shooting at walls or other mechs you’re going to see debris, you’re going to see chunks of stuff go flying everywhere, looking very realistic, and those particles won’t just disappear, you’re going to see that stuff remaining on the ground, so when a mech takes a big jump off of a building and they land, and the ground cracks, and you see all the debris flying everywhere.
You’re actually going to be able to kick that around in your mech, and you’ll come around a corner and see devastation everywhere.
Multiplayer online shooter “Passion Leads Army” (PLA), currently in development by Giant Interactive in cooperation with the Chinese military, was firstly showcased (as a real-time benchmark demo) during Jen-Hsun Huang Keynote at NVIDIA Gaming Festival.
Featuring full DX 11 support (for the first time – in Chinese game) and intense GPU PhysX effects, this UE3 based title has drawn much attention of the audience.
Now, public release of PLA Benchmark gives us the opportunity to try it out by ourselves.
Update: PLA Benchmark overview at GeForce.com
Following DX11 effects can be seen in the benchmark:
- Horizon-Based Ambient Occlusion (HBAO).
- Bokeh-DOF effect.
As for GPU PhysX content, it includes:
- GPU accelerated rigid bodies (destruction scenes).
- APEX Particles effects (leafs, sparks, debris, dynamic fog).
- Interactive and tearable PhysX cloth objects.
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 by our fellow reader Andrew “MohawkADE” Elliott.
Being a physics based puzzle-platfromer title, Switchball was offering special puzzles using SPH fluid dynamics and cloth simulation exclusive for Ageia PPU owners (if PPU was not found in the system, such sequences were substituted with less advanced versions).
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 support was confirmed by Jason Hughes, producer at Adhesive Games.
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
Update #2: new official PhysX trailer
Now you can see all previosly mentioned effects – physical particles, tearable cloth and dynamic fluids – in action.
Some interesting technology prototypes, that might greathly enhance Eve Online visual look in the future, were demonstrated today during “CCP Presents” keynote at Fanfest 2012 event by Tony Tamassi, Senior Vice President of Content & Technology in NVIDIA.
Update: video available
First one – DX 11 support and tesselation. In a real-time demo scene (running on a GTX 560, btw – “most commonly used card in EvE” as Tony stated), tesselation was used to enhance relatively simple model of Revenant Sansha Carrier with incredible number of smaller details (all the spurs, cables and stuff – being real geometry, not plain normal maps), all properly lightened and casting real shadows.
Second – additionally physically simulated objects 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 PhysX SDK.
We remind you that currently PhysX/APEX is already used to sumulate clothing and hair on characters in EvE Online.
And finally, innovative offer was presented – capsuleers will have an option to buy NVIDIA GPUs.. for PLEX. GTX 560 was priced at 20 PLEX (however, offer might be limited to this model only).