Archive for the ‘PhysX Games’ Category
Alice: Madness Returns, highly anticipated sequel to original American McGee’s Alice, and first game with GPU PhysX support for this year. As always, we have prepared comparison PhysX video – for your viewing pleasure.
Update: PhysX benchmarks roundup
Update #2: Comparison PhysX screenshots available
GPU PhysX content in Alice: Madness Return can be characterized as “Particle Madness“. In a good way – this game contains probably most rich and diverse physically simulated particle effects, of all games with hardware PhysX support. From habitual and universal debris, chunks, smoke and dust (emitted either by player’s weapons or enemies) to environmental particles (dynamic leaves, ash, bubles, etc) and place-specific effects.
Physical simulation of goopy oil-like substance, that is spawned when black “Ruin” beings are damaged or killed, requires a special notice. During intence fights, up to 10 000 SPH fluid particles, which are colliding with level geometry and reacting to player’s movement, can be processed simultaneously.
New GPU PhysX benchmark was revealed today – it is showcasing APEX integration and hardware accelerated PhysX support in upcoming online TPS game called Mars, developed by Epic China in Shanghai. Mars is the first China developed online shooting title, based on Unreal Engine 3, and is supposed to offer player fresh PvP and PvE experience, vibrant graphics, customizable avatars and weapons.
This includes: various particle effects – physically simulated debris from explosions, chunks from bullet impacts, sparks, etc
Recently opened website of ARMA 3, new game in a series of battlefield simulators from Bohemia Interactive, has revealed that PhysX SDK has been chosen as physics simulation solution for this title.
Physical simulation & improved animations
Take advantage of PhysX™ supporting the vehicle simulation, in-game interactions and the revamped animation system.
However, it is yet unknow if PhysX (likely SDK 3) was implemented to handle CPU oriented physics only (which is good in any case – previous games even haven’t ragdolls or rigid bodies) or ARMA 3 will feature support for GPU accelerated physics as well.
ARMA 3 is scheduled for release exclusively for PC in Summer 2012
In a recent promo video for upcoming GTX 560 GPU, NVIDIA has spoiled next game with support of GPU accelerated PhysX effects – Alice: Madness Returns, sequel to American McGee’s visionary classic “Alice” title.
UPDATE: Comparison GPU PhysX video
Starting at 1:34, comparison PhysX sequences are showcased. According to the video, GPU PhysX content in Alice will include (following list may be not full) destructible environments..
..volumetric fluid effects (for example, oil-like fluid from damaged enemies)..
It was looking that the Deep Black title (you may remember it as U-Wars, a project with a heavy fate itself) from russian developer Biart Studio is going to join the company of games with previously announced, but then abandoned GPU PhysX support (as example – Terminator: Salvation or Shattered Horizon).
Update: Despite all promises, final version of Deep Black does not support GPU PhysX.
However, in a recent interview to MGnews.ru, CEO of Biart Studio Konstantin Popov has stated that Deep Black will fully support hardware PhysX acceleration.
MGNews.ru: Tell us a little more about NVIDIA PhysX in PC version of the game. Will it add new interactive objects to the game or change behaviour of existing ones ? Will you support NVIDIA PhysX Technology on hardware level ?
Konstantin Popov: Yes, NVIDIA PhysX technology will be supported on hardware level. We are working tightly with NVIDIA on game optimization and adding new features. There are, of course, physical objects and physical special effects. Moreover, popular stereoscopic technology – NVIDIA 3D Vision. We also support NVIDIA 3D Vision Surround.
Deep Black is a sci-fi third person shooter, promised to be packed with intense combat action – both on land and underwater. Target platforms are PC, Xbox 360 and PS3, with release date somewhere in 2011.
NVIDIA announced today that Funcom’s Dreamworld 2.5, a game engine for MMO games, now features server-side PhysX SDK integration.
“We are excited to be working closely with NVIDIA to integrate PhysX technology into our Dreamworld 2.5 engine,” said Rui Casais, chief technology officer at Funcom. “Server-side collision using PhysX will allow us to add a new level of realism to our online worlds, and we look forward to implementing other enhancements as well, including NVIDIA APEX clothing and destruction, to make our games even more interactive and immersive.”
Server-side PhysX SDK, used by Funcom, is specially modified 64-bit Linux version.
Dreamworld 2.5 currently powers two popular MMOs: Age of Conan and Anarchy Online, with a third, the Secret World, currently in development. The updated Dreamworld Engine 2.5 with server-side PhysX integration is now live in Age of Conan.
Autodesk has updated full line of their products with new 2012 versions, and browsing through the website we’ve noticed something very interesting in feature video called “New Simulation Options” for Maya 2012.
Update: Release version of Deus Ex: Human Revolution is not using any PhysX/APEX tech. Probably, Adam character was used just as example.
Does this mean that Deus Ex: Human Revolution will use APEX Clothing module, or maybe even support GPU PhysX acceleration ? As you may remember, hardware PhysX support for Mafia II was spoiled in absolutely same manner.
What do you think ? Tell us in comments.
We’ve spent some time playing Breach and are presenting our overview, focused on PhysX related components of the game.
Destruction and physics systems.
Destruction in Breach is pretty pervasive – each level contain lot of active physical objects, from fully desctructible (wooden cabins, bridges, barricades, etc) to semi-destructible (structures made of stone and concrete will take damage, but won’t collapse entirely). Rigid body chunks and bricks from explosions will remain active physics objects, reacting to players movement, gunfire and explosions.
Physics calculations quantity can be controlled through special Physics Settings panel, that allows users to tweak amount of rigid bodies present on the scene and time they stay active before disappearing.
These settings are mostly related to secondary rigid bodies (bricks, debris and smaller pieces), while gameplay affecting obejcts (for example, falling wooden planks, that can hurt other players) remain intact.
Update: PhysX and Breach: Final Verdict
We’ve contacted Atomic Games, developers of Breach, to get more background on PhysX implementation and technical aspects of in-game physics. Mark Davidson, director of core technologies, was kind enought to answer some of our questions:
PhysXInfo.com: Destruction system and physics in general – what do they mean for Breach? Are they just a cosmetic features or integral part of the gameplay?
Mark Davidson: Destruction in Breach defines the game. It’s not just a facet of game play; it is the core mechanic, the soul. Everything revolves around it, how to attack, how to defend, where to take cover, these choices are all driven by the destructible nature of the environment.
The fact that almost anything on the battlefield can be destroyed means physics play a pivotal role in how any skirmish plays out. We have gone way beyond swapping models for a destroyed version, In Breach you are physically affecting elements of the world and forcing other players to react to that.
Atomic Games has released a new trailer, showcasing destruction system capabilities in Breach – multiplayer shooter for PC and XBLA.
Update: How PhysX is used in Breach – interview with Atomic Games
Physics system is Breach is handled by PhysX SDK integration. As promised earlier, some GPU accelerated physics effects will also be present.
Breach will be released at January 26, 2011.