Archive for the ‘PhysX Games’ Category
It is now official – Borderlands 2 will be the next game to support GPU accelerated PhysX effects.
Update: GPU PhysX trailer was caught on camera
Update #2: new official PhysX trailer
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 on a GeForce GTX 680 GPU.
Hardware accelerated content will include:
- Fully simulated tearable cloth which interacts with weapons, forces, weather, etc
- Persistent GPU simulated particles that interact with the world
- Fully-interactive fluids
- Maybe something more
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 and APEX Clothing module.
Presented demo is containing 50 000 simultaneously simulated cloth vertices (for example, even most intense scene in Mafia 2 has no more than 15 000 cloth vertices).
QQ Dance 2 is supposed to be released in Q4 2012. This game will not only support GPU acceleration, but also have a CPU path for non-NVIDIA systems.
“NVIDIA and Gearbox are bringing something really special to PDXLAN 19.
Attendees are in for an exclusive treat that will blow your mind!!”
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 “Kepler” GPU.
UPDATE [19.02.2012]: NVIDIA presentation was held on Saturday (18 Feb), at 5 pm.
According to some people, who was participating in the event – NVIDIA was not showing Kepler GPUs.
Intead, there were Tegra 3 presentation, giveaway contests (with T-shirts and even Transformer Prime tablets) and Borderlands 2 demo. But, unfortunately, “no word on PhysX“ support in Borderlands.
After year of silence, OpenC1 project (previously known as OpenCarmageddon) – 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, pedestrians, AI and opponents, checkpoints, UI, etc) and can use data files (car models, levels, textures, sounds) from Carmageddon title and Splatpack add-on.
In comparison to 1.3.1 version, usability has been improved greatly – OpenC1 can now automatically download free content from Camageddon and Splatpack demos, it also includes data management functionality and is far more stable.
All you need is to download archive with 1.4 version from OpenC1 project page or our server (virustotal report), extract it, install latest PhysX System Software, XNA Framework 3.0 and run the OpenC1.exe file.
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 on this effect:
Author of this method is suggesting to replace original file APEX_Clothing_x86.dll, located in Batman: AC folder, with renamed APEX Clothing.dll from Mafia II installation. Both those libraries are used by APEX Clothing module (and are responcible for cloth and clothing simulation), but have different version – Batman’s .dll is related to APEX 1.1 and the one from Mafia II – APEX 1.0.
Thus, with APEX 1.0 library cloth assets in Batman are not recognized and not simulated – they are simply appearing on level in frozen state, hovering above the ground (like carpets and posters on a screenshot below).
Disabled cloth simulation is giving you desired fps boost, but you can achieve same effect by setting “Hardware Accelerated PhysX” option to “Normal” – this will switch off all cloth and clothing simulation, leaving only particle PhysX effects, without necessity to mess up the .dlls.
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 screenshots, video and additional info at Batman: Arkham City – GPU PhysX Profile page.
Time to update PhysX performance metrics of NVIDIA GPUs with newest title with Hardware PhysX support – Batman: Arkham City.
In following article we’ve tried to gather all the benchmarks and tests, published on the web.
[25.11.2011] Batman Arkham City im Technik-Test: Grafikkarten-, DirectX-11- und Physx-Benchmarks by PCGamesHardware.de
German article with graphics benchmarks, overview of DX 11 and PhysX features, and a superficial PhysX tests.
Batman: Arkham City, sequel to award winning Arkham Asylum title and second GPU PhysX game this year, has finally hit the shelves worldwide.
As usually, we are proud to present you our PhysX review and comparison video, showcasing extra physical effects that can be found in PC version of the game.
Can't view the video ? Watch alternative variant on Vimeo
Some technical details, like difference between PhysX settings, were already revealed in our preview article, so let’s give a score to different aspects of GPU PhysX implementation and compare them to previous Batman: Arkham Asulum title:
All effects are done accurately, with diligence – you will not see jerky or buggy behaviour (within physics engine limitations, of course), art is fine, almost everything is configured correctly. However, some particle effects could be done better – for example, it is not appealing to see when glass shards are jumping all over the place like they were made out of rubber.
PhysX effects are scattered all over the game and accumulated in a places you will visit during main storyline (for example, you won’t see dynamic paper sheets on a random street).
Overall amount of extra physics content is similar to Arkham Asylum, but the components differ: you won’t see many “environmental” cloth objects, like all those banners and flags that can be teared appart with batarang, but in return APEX Clothing module is used extensively to simulate dynamic clothing on characters, including hoodies and coats on thugs, pants on russian twin-clowns, costume of Bruce Wayne, etc.
SPH smoke, steam and fog are rare in this game, but other particles (physical debris, shards, splinters, sparks) can be encountered much more frequently. All boss battles are enhanced with unique particle effects, for example.
As a good tradition, there is psychedelic level with lots of GPU Rigid Bodies. Looks gorgeous, actually, without PhysX effects this scene feels not nearly as vivid and spectacular.
Continuing the good tradition of it’s predecessor, Batman: Arkham City provides built-in benchmark with GPU PhysX (and also DX11) effects, however this time sequence is significantly shorter and less diverse.
Update: GPU PhysX in Batman: Arkham City - review and comparison video
For those who is interested how it looks like, we have prepared following video which is showcasing the difference between minimum and maximum PhysX settings.
Meanwhile, full-scale comparison PhysX video is in the works and should be available next week.
Batman: Arkham City tests the patience of PC gamers with several release delays, but will try to wheedle them with DX 11 Graphics and PhysX Technology.
Update: GPU PhysX in Batman: Arkham City - review and comparison video.
Recent comparison trailer gave us a glimpse of extra physics effects, and now we want to provide you with some additional details on what to expect from GPU PhysX content. In addition, new comparison PhysX video was released as well.
As usually, it will be possible to adjust level of in-game physics via “Hardware Accelerated PhysX” option in game’s launcher. There will be three settings:
PhysX Off: all GPU accelerated effects are disabled, only standart CPU physics (like ragdolls) is used.
PhysX Normal: enables additional particles effects (debris, volumetric smoke and steam, etc) and destructible environments.
PhysX High: includes all effects enabled withing “Normal” settings as well as realtime cloth and clothing simulation.