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	<title>PhysXInfo.com - PhysX News &#187; PhysX Tools</title>
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		<title>SIGGRAPH 2010: Nvidia APEX and Scalability</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/</link>
		<comments>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 20:48:35 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[SIGGRAPH]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471</guid>
		<description><![CDATA[Nvidia has recently uploaded APEX related presentation called &#8220;APEX : Creating scalable immersive game environments&#8221; from their  SIGGRAPH 2010 sponsored sessions list.
Usual overview of APEX framework and current modules (like Destruction and Clothing), which are already familiar to us from past GDC10 and SIGGRAPH09 sessions, is followed by topic never described in detail previously &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Nvidia has recently uploaded <strong>APEX</strong> related presentation called &#8220;<a href="http://nvidia.fullviewmedia.com/siggraph2010/06-dev-maher-lanker-zoellner.html" target="_blank">APEX : Creating scalable immersive game environments</a>&#8221; from their  <strong>SIGGRAPH 2010</strong> sponsored sessions list.</p>
<p style="text-align: justify;">Usual overview of <strong>APEX</strong> framework and current modules (like Destruction and Clothing), which are already familiar to us from past <a href="http://physxinfo.com/news/2363/post-gdc-2010-nvidia-theater-presentations-available/" target="_blank">GDC10</a> and <a href="http://physxinfo.com/news/927/nvidia-apex-lectur-video-from-siggraph-2009/" target="_blank">SIGGRAPH09</a> sessions, is followed by topic never described in detail previously &#8211; <strong>Scalability and LOD</strong> features inside <strong>APEX</strong> (starts at 32:55).</p>
<p style="text-align: justify;">In general, it&#8217;s devided into two components &#8211; <strong>scalable parameters</strong> for each of the modules (like number of particles or cloth vertices), that can be adjusted during authoring to fit into platform computing capabilities..</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-3482" title="scalab" src="http://physxinfo.com/news/wp-content/uploads/2010/07/scalab.jpg" alt="" width="600" height="270" /></p>
<p style="text-align: justify;">
<p style="text-align: justify;">..and <strong>dynamic LOD system</strong>, that manages resources destribution between actors and modules, based on current situation and resources budget (for example, clothing on character closer to the camera will be simulated with higher fidelity).</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-3483" title="LOD" src="http://physxinfo.com/news/wp-content/uploads/2010/07/LOD.jpg" alt="" width="600" height="268" /></p>
<p style="text-align: justify;">Now, as we know almost everything about <strong>APEX</strong>, we just need to wait until it will be released to public (standalone, or integrated into popular engines like UE3).</p>
<p style="text-align: center;">
<p style="text-align: justify;">
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		<slash:comments>8</slash:comments>
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		<item>
		<title>PhysX Visual Debugger 2.0.6 Beta: first SDK 3.0 signs</title>
		<link>http://physxinfo.com/news/3285/physx-visual-debugger-2-0-6-beta-first-sdk-3-0-signs/</link>
		<comments>http://physxinfo.com/news/3285/physx-visual-debugger-2-0-6-beta-first-sdk-3-0-signs/#comments</comments>
		<pubDate>Sat, 26 Jun 2010 12:07:03 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[PVD]]></category>
		<category><![CDATA[SDK 3.0]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3285</guid>
		<description><![CDATA[New 2.0 version of PhysX Visual Debugger, object-based database application for analyzing captured data from PhysX  engine, was updated to version 2.0.6. Beta.


Release Notes:

 Lots of optimizations during capture!  Capturing should be even quicker and more painless than it was with the first beta.
 Lots of UI bugfixing specifically to the tree views (All [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">New <a href="http://physxinfo.com/news/2468/physx-visual-debugger-2-0-beta-available/" target="_blank">2.0 version</a> of <strong>PhysX Visual Debugger</strong>, object-based database application for analyzing captured data from PhysX  engine, was updated to version <strong>2.0.6. Beta</strong>.</p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-3298" title="PVD206" src="http://physxinfo.com/news/wp-content/uploads/2010/06/PVD206.png" alt="" width="550" height="354" /></p>
<p style="text-align: center;">
<p><strong>Release Notes:</strong></p>
<ul>
<li style="text-align: justify;"> <strong>Lots of optimizations</strong> during capture!  Capturing should be even quicker and more painless than it was with the first beta.</li>
<li style="text-align: justify;"> <strong>Lots of UI bugfixing</strong> specifically to the tree views (All Objects, Selected Objects, Watched Objects).  They should be more stable and much more user friendly especially when selecting new objects.</li>
<li style="text-align: justify;"> Navigation and selection were reversed.  So navigation is the default action while selection requires pressing &#8216;alt&#8217;.  You can quick select something by double clicking on it without pressing &#8216;alt&#8217;.</li>
<li style="text-align: justify;"> Reversed the log file direction.  No more scrolling down; new errors at the top.</li>
<li style="text-align: justify;"> <strong>New preferences dialog </strong>!  Much easier to use, no tabs.</li>
<li style="text-align: justify;"> Got rid of the frames palette.  We are sorry it ever existed.  The playback controls got moved to the toolbar while the slider got moved to the bottom of the scene view.</li>
</ul>
<p style="text-align: justify;">And more interesting:</p>
<ul>
<li style="text-align: justify;">Preliminary support for the <strong>3.0 version PhysX </strong>!!!.  We are very excited about this.</li>
</ul>
<p style="text-align: justify;">Yep, we are excited about it too <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>You can  download <strong>PhysX Visual Debugger 2.0.6 Beta</strong> via <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>.</p>
<p>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>PhysX FluidMark 1.2 ready for download</title>
		<link>http://physxinfo.com/news/2872/physx-fluidmark-1-2-ready-for-download/</link>
		<comments>http://physxinfo.com/news/2872/physx-fluidmark-1-2-ready-for-download/#comments</comments>
		<pubDate>Fri, 21 May 2010 14:59:16 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Fluidmark]]></category>
		<category><![CDATA[Multi-Core]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2872</guid>
		<description><![CDATA[New version of PhysX FluidMark, benchmarking and testing aplication for GPU PhysX systems, was finally released to public.


New: added support of multi-core CPUs (PhysX simulation is spread  over several threads). New checkboxes are also available to control  this feature.
New: added a checkbox to set the number of particles.
New: added a checkbox to force [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">New version of <strong>PhysX FluidMark</strong>, benchmarking and testing aplication for <strong>GPU PhysX</strong> systems, was finally <a href="http://www.geeks3d.com/20100521/gpu-tool-physx-fluidmark-1-2-0-available-with-multi-core-cpu-support/" target="_blank">released to public</a>.</p>
<blockquote>
<ul>
<li>New: added support of <strong>multi-core CPUs</strong> (PhysX simulation is spread  over several threads). New checkboxes are also available to control  this feature.</li>
<li>New: added a checkbox to set the number of particles.</li>
<li>New: added a checkbox to force CPU PhysX.</li>
<li>New: added <strong>Heavy PhysX</strong> mode: to make modern systems with GPU PhysX  happy</li>
<li>New: added point sprite based rendering for particles (keys F2, F3  and F4).</li>
<li>New: added keyboard-based camera control in stability test mode.</li>
<li>Change: compiled with NVIDIA <strong>PhysX SDK 2.8.3.21</strong>.</li>
<li>Change: updated with the latest version of ZoomGPU for graphics  hardware detection.</li>
</ul>
</blockquote>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> <a href="http://www.geeks3d.com/20100524/physx-fluidmark-gpu-physx-is-fast-but-has-limitations-you-must-know/" target="_blank">limitations</a> of GPU PhysX simulation</p>
<p style="text-align: justify;"><strong>Update #2:</strong> Async mode <a href="http://www.geeks3d.com/20100526/physx-fluidmark-how-to-get-you-multi-core-cpu-busy-at-100/" target="_blank">details</a></p>
<p style="text-align: justify;">We&#8217;ve already did more or less detailed features overview in our <a href="http://physxinfo.com/news/2390/new-physx-fluidmark-1-2-first-tests/" target="_blank">FluidMark 1.2 Beta preview article</a> (in addition, more technical details are available from <a href="http://www.geeks3d.com/20100521/gpu-tool-physx-fluidmark-1-2-0-available-with-multi-core-cpu-support/" target="_blank">original post</a>), so this time we will just point on certain changes in release version in comparison to beta one.</p>
<p style="text-align: justify;">Main window haven&#8217;t underwent much changes..  (click to view full picture)</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/05/fm_12.png"><img class="nob size-full wp-image-2989 aligncenter" title="fm_12_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/05/fm_12_sm.png" alt="" width="400" height="278" /></a></p>
<p style="text-align: justify;">.. while benchmarking process was improved, to achieve results standardization. Every benchmarking sequence now starts with so called &#8220;<strong>Warming-Up</strong>&#8221; state, to ensure that all particles are emitted on the scene. In addition, default settings are now set to 60 000 particles and one minute timed run.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2908" title="fm_2" src="http://physxinfo.com/news/wp-content/uploads/2010/05/fm_2.png" alt="" width="270" height="75" /></p>
<p style="text-align: justify;">Moreover, new <strong>FluidMark 1.2</strong> is now officially <strong>approved by Nvidia</strong>. According to JeGX, FluidMark developer, NV engineers have helped with bug fixing and overall optimizations, but <strong>have not influenced</strong> development process in order to give an advantage to GeForce GPUs or penalize CPUs.</p>
<p><span id="more-2872"></span></p>
<p style="text-align: justify;">And, of course, some tests (Note: since we are using different settings now, and other internal changes in FluidMark, these results can not be directly compared with our <a href="http://physxinfo.com/news/2390/new-physx-fluidmark-1-2-first-tests/" target="_blank">previous benchmarks</a>)</p>
<p style="text-align: justify;"><strong>System: </strong>C2Q 9400 @ 2.66 GHz CPU, Nvidia GTX 275 + GTX  260 (192 sp) GPUs, 4GB RAM, Win XP, PhysX System Software 9.09.1112. Default settings, # of emitters = 3.</p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-3005" title="fluidmark_12_graph_release" src="http://physxinfo.com/news/wp-content/uploads/2010/05/fluidmark_12_graph_release.png" alt="" width="615" height="377" /></p>
<p style="text-align: justify;">In final version of FluidMark <strong>multi-core PhysX</strong> checkbox <strong>is related only</strong> to PhysX SDK simulation part, while main app (GUI) and rendering threads are separated all the time &#8211; thus  it almost does not affect GPU PhysX mode, like in Beta version.</p>
<p style="text-align: justify;">As for much higher difference between GPU PhysX and multi-core CPU PhysX &#8211; it seems that <a href="http://physxinfo.com/news/wp-content/uploads/2010/03/fluidmark_graph.jpg" target="_blank">beta version</a> contains a bug, that results in abnormal low score for PhysX on single GPU (in general, it should be much closer to dedicated PhysX GPU).</p>
<p style="text-align: justify;"><strong>Sum:</strong> Good old <strong>FluidMark</strong>, but now with true <strong>multi-core CPU PhysX</strong> support and enhanced benchmarking procedure. One of the best GPU PhysX testing tools becomes even better.</p>
<p style="text-align: justify;">You can download <strong>PhysX FluidMark 1.2</strong> from <a href="http://www.geeks3d.com/20100521/gpu-tool-physx-fluidmark-1-2-0-available-with-multi-core-cpu-support/" target="_blank">here</a> (2.5 mb)</p>
<p style="text-align: justify;"><em>P.S. Thanks to Jerome &#8220;JeGX&#8221; Guinot for Release Candidate version of FluidMark, provided beforehand</em>.</p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>PhysX Visual Debugger 2.0 Beta available</title>
		<link>http://physxinfo.com/news/2468/physx-visual-debugger-2-0-beta-available/</link>
		<comments>http://physxinfo.com/news/2468/physx-visual-debugger-2-0-beta-available/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 20:36:50 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[PVD]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2468</guid>
		<description><![CDATA[PhysX Visual Debugger, debug tool for PhysX SDK based applications was updated to version 2.0.
Update: PhysX Visual Debugger 2.0.6 Beta
Current release notes are unknown, but it seems that PVD 2.0 was completely rebuild from scratch (upd: confirmed, it&#8217;s complete rewrite) &#8211; just take a look at the main application window (click to view full picture), [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><strong>PhysX Visual Debugger</strong>, debug tool for PhysX SDK based applications was updated to <strong>version 2.0</strong>.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/3285/physx-visual-debugger-2-0-6-beta-first-sdk-3-0-signs/" target="_blank">PhysX Visual Debugger 2.0.6 Beta</a></p>
<p style="text-align: justify;">Current release notes are unknown, but it seems that <strong>PVD 2.0</strong> was <strong>completely rebuild from scratch</strong> (upd: confirmed, it&#8217;s complete rewrite) &#8211; just take a look at the main application window (click to view full picture), and compare it with previous <a href="http://physxinfo.com/news/896/physx-visual-debugger-updated-to-version-1-1-9/" target="_blank">PVD 1.1.9 </a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/PVD_2.0.jpg"><img class="size-full wp-image-2475 aligncenter" title="PVD_2.0_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/03/PVD_2.0_sm.jpg" alt="" width="500" height="362" /></a></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/PVD_2.0.jpg"></a>You can download <strong>PhysX Visual Debugger 2.0 Beta</strong> via <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>.</p>
<p style="text-align: justify;">If you are experiencing trouble with registration of PhysX Developer account, please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</p>
<p style="text-align: justify;">If you have trouble with <strong>new account registration</strong> or <strong>existing  account</strong> (dissapearing downloads, unable to log-in, etc) you can send  your problem description to <a href="mailto:support@physxinfo.com">support@physxinfo.com</a> &#8211;  we&#8217;ll try to <strong>provide a shortcut</strong> to PhysX dev. team.</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>New PhysX FluidMark 1.2: First Tests</title>
		<link>http://physxinfo.com/news/2390/new-physx-fluidmark-1-2-first-tests/</link>
		<comments>http://physxinfo.com/news/2390/new-physx-fluidmark-1-2-first-tests/#comments</comments>
		<pubDate>Wed, 17 Mar 2010 14:58:28 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Fluidmark]]></category>
		<category><![CDATA[Multi-Core]]></category>
		<category><![CDATA[SPH Fluids]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2390</guid>
		<description><![CDATA[As we mentioned previously, upcoming FluidMark 1.2, next version of popular GPU PhysX testing and benchmarking application, will include support for Multi-Core CPU PhysX calculations, and overall multi-threading optimizations as well.
Jerome Guinot, FluidMark developer, was kind enough to provide us with latest beta-version of new Fluid-Mark 1.2, and we&#8217;ll try to answer finally, what is [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">As we mentioned previously, upcoming <a href="http://physxinfo.com/news/2001/next-version-of-fluidmark-will-feature-multi-core-cpu-physx-support/" target="_blank">FluidMark 1.2</a>, next version of popular <strong>GPU PhysX</strong> testing and <a href="http://www.ozone3d.net/benchmarks/physx-fluidmark/" target="_blank">benchmarking application</a>, will include support for <strong>Multi-Core CPU PhysX</strong> calculations, and overall multi-threading optimizations as well.</p>
<p style="text-align: justify;"><a href="http://www.geeks3d.com/" target="_blank">Jerome Guinot</a>, FluidMark developer, was kind enough to provide us with latest beta-version of new <strong>Fluid-Mark 1.2</strong>, and we&#8217;ll try to answer finally, what is faster &#8211; GPU PhysX or properly optimized CPU PhysX.</p>
<p>But first, lets take a closer look at new <strong>FluidMark</strong>. (click to view full picture)</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/fluidmark_1.2.jpg"><img class="nob size-full wp-image-2392 aligncenter" title="fluidmark_1.2_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/03/fluidmark_1.2_sm.jpg" alt="" width="600" height="317" /></a></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/fluidmark_1.2.jpg"></a>Main control panel now includes several additional options, like &#8220;<strong>Force PhysX CPU</strong>&#8221; &#8211; ability to switch between GPU and CPU PhysX, without necessity to use Nvidia Control Panel.</p>
<p style="text-align: justify;">&#8220;<strong>Multi-core PhysX</strong>&#8221; checkbox enables all multi-threading optimizations, vital and most interesting part of new <strong>FluidMark</strong>.</p>
<p style="text-align: justify;">&#8220;<strong># of CPU cores&#8221;</strong> is used specify number of CPU cores dedicated to simulation (up to 32 in current version), however this option is no so transparent as it looks &#8211; increased number of cores adds additional fluid emitters to the scene (one emitter per core or two in general), and with equal number of particles, various number of emitters can affect performance.</p>
<p><span id="more-2390"></span></p>
<p style="text-align: justify;">Application window has also changed &#8211; benchmark is still based on <strong>SPH fluid</strong> simulation, built into <strong>PhysX SDK</strong> (latest version 2.8.3.21 is used), but scene includes additional static objects, particles appearance if different and, as mentioned earlier, several emitters can be used simultaneously. Nice addition &#8211; <strong>GPU temperature overlay</strong>, usefull for GPU stress testing.</p>
<p style="text-align: justify;"><strong>Final Global score</strong> in benchmarking mode is calculated now in a different way, and can&#8217;t be compared with previous version of <strong>FluidMark</strong>. It consist of two components &#8211; <strong>GraphX score</strong> (graphics framerate per second) and <strong>PhysX score</strong> (physics simulations per second).</p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-2405" title="fluidmark_1-2_score" src="http://physxinfo.com/news/wp-content/uploads/2010/03/fluidmark_1-2_score.jpg" alt="" width="407" height="142" /></p>
<p style="text-align: justify;">Thus, <strong>Global score</strong> = (GraphX_score * 0.3 + PhysX_score * 1.7) / 2</p>
<p style="text-align: justify;">Now, lets do some testing.</p>
<p><strong>The Wonder of Multi-Threading !</strong></p>
<p style="text-align: justify;">Take a look at the following graph:</p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-2422" title="fluidmark_graph" src="http://physxinfo.com/news/wp-content/uploads/2010/03/fluidmark_graph.jpg" alt="" width="602" height="358" /></p>
<p style="text-align: justify;">[Three emitters were used (# CPU cores = 4) with fixed number of particles - 15 000. Timerange - 60 sec. 800x600 rendering window. <strong>System: </strong>C2Q 9400 @ 2.66 GHz CPU, Nvidia GTX 275 + GTX 260 (192 sp) GPUs, 4GB RAM, Win XP, PhysX System Software 9.09.1112]</p>
<p style="text-align: justify;">When &#8220;<strong>Multi-core PhysX</strong>&#8221; option is off, PhysX simulation and scene rendering are done  in the same thread and, more important, PhysX SDK multi-threading flags  are not set.</p>
<p style="text-align: justify;">But  when &#8220;<strong>Multi-core PhysX</strong>&#8221; is enabled, all PhysX simulations are  done in separate threads and since there is still a thread for the   rendering, scene rendering is boosted because there is no longer  PhysX  in scene thread. Same situation with PhysX, one or several  threads  are completely dedicated for physics simulation.</p>
<p style="text-align: justify;">While SPH fluid simulation is running on <strong>CPU</strong> with  &#8220;<strong>Multi-core PhysX</strong>&#8221; set to off, load is destributed through several cores (probably due to internal Windows threads management), but in sum that&#8217;s 26% &#8211; full one core.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2427" title="single_core_CPU" src="http://physxinfo.com/news/wp-content/uploads/2010/03/single_core_CPU.png" alt="" width="475" height="95" /></p>
<p style="text-align: justify;">But with multi-threaded optimizations enabled, application fully utilizes all four cores by 100%, what results in great speed boost.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2430" title="multi_core_CPU" src="http://physxinfo.com/news/wp-content/uploads/2010/03/multi_core_CPU.png" alt="" width="475" height="95" /></p>
<p style="text-align: justify;">In addition, one <strong>interesting detail</strong> was discovered &#8211; fluid simulation is running <strong>faster on GPU</strong> when <strong>one emitter</strong> is used, and <strong>opposite</strong> way &#8211; for<strong> CPU</strong> it prefers <strong>multiple emitters </strong>(with equal number of particles) &#8211; probably that&#8217;s peculiarity of PhysX SDK itself.</p>
<p style="text-align: justify;">For example, with one emitter and multi-core PhysX switched to off, CPU simulation results in <strong>36</strong> global points (64 with 3 emitters &#8211; on graph above), while GTX 275 GPU &#8211; in <strong>247</strong> points (128 with 3 emitters). But since one emitter can&#8217;t utilize more than two cores,  number of emitters was increased to gain equality.</p>
<p style="text-align: justify;">Therefore, bechmarking seems to be a little tricky in new <strong>FluidMark</strong>. We are curious if someone will come with solid method after app release.</p>
<p style="text-align: justify;"><strong>P.S.</strong> Thanks to Jerome for beta FluidMark and detailed explanations <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Post-GDC 2010: Nvidia Theater presentations available</title>
		<link>http://physxinfo.com/news/2363/post-gdc-2010-nvidia-theater-presentations-available/</link>
		<comments>http://physxinfo.com/news/2363/post-gdc-2010-nvidia-theater-presentations-available/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 18:11:59 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[GDC 2010]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[SpeedTree]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2363</guid>
		<description><![CDATA[Presentations from &#8220;Nvidia Game Technology Theater&#8220;, which were demonstrated at Nvidia booth on GDC 2010, are now live &#8211; slides and following sound accompaniment. Let&#8217;s take a look at those related to PhysX SDK and APEX toolset.
Update: main PhysX and APEX session are now available as slide decks and video records
APEX Clothing with 3ds Max [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Presentations from &#8220;<a href="http://physxinfo.com/news/2244/pre-gdc-2010-physx-demonstrations-overview/" target="_blank">Nvidia Game Technology Theater</a>&#8220;, which were demonstrated at Nvidia booth on <strong>GDC 2010</strong>, are <a href="http://nvidia.fullviewmedia.com/gdc2010/agenda.html" target="_blank">now live</a> &#8211; slides and following sound accompaniment. Let&#8217;s take a look at those related to <strong>PhysX SDK</strong> and <strong>APEX toolset</strong>.</p>
<p style="text-align: justify;"><strong><span style="color: #ff0000;">Update:</span></strong> main PhysX and APEX session are <a href="http://developer.nvidia.com/object/gdc-2010.html" target="_blank">now available</a> as slide decks and video records</p>
<p><strong><a href="http://nvidia.fullviewmedia.com/gdc2010/01-gavin-kistner.html">APEX Clothing with 3ds Max</a></strong> by <strong>Gavin Kistner</strong>, Product Designer, NVIDIA</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2365" title="apex_clothing_post_gdc" src="http://physxinfo.com/news/wp-content/uploads/2010/03/apex_clothing_post_gdc.jpg" alt="" width="500" height="279" /></p>
<p style="text-align: justify;">Gavin gives a quick overview of <a href="http://physxinfo.com/news/1205/physx-dcc-plug-in-2-01-for-3ds-max-now-available/" target="_blank">2.0 PhysX plug-in</a> for 3ds Max, and uses superhero character with cape to explaing full clothing authoring process. Personal love Gavin&#8217;s manner of talking.. funny guy <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: justify;"><strong><a href="http://nvidia.fullviewmedia.com/gdc2010/06-omarsson-sturluson-maher.html">Physically  Simulated Clothing By CCP (EVE Online) Using NVIDIA APEX</a></strong> by <strong>Vigfus Omarsson</strong>, Lead Technical Artist, CCP; <strong>Snorri Sturluson</strong>, Senior Software Engineer, CCP; <strong>Monier Maher</strong>, APEX Product Manager, NVIDIA</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2371" title="CCP_apex_clothing_post_gdc" src="http://physxinfo.com/news/wp-content/uploads/2010/03/CCP_apex_clothing_post_gdc.jpg" alt="" width="500" height="306" /></p>
<p style="text-align: justify;">Include overall cloth sim benefits overview from CCP, clothing tools pipeline features demonstration with Maya, and, of course, authoring process with pretty female character. While authoring was done in Maya, actual simulation was running in &#8220;<strong>CCP engine</strong>&#8221; window, as stated by Vigfus.</p>
<p><span id="more-2363"></span></p>
<p style="text-align: justify;"><strong><a href="http://nvidia.fullviewmedia.com/gdc2010/08-sechrest-rohan.html">APEX  Vegetation with the SpeedTree Modeler</a></strong> by <strong>Michael Sechrest</strong>, President and Co-Founder, Interactive Data Visualization (IDV), Inc.;<strong> Lou Rohan</strong>, Senior Software Engineer, NVIDIA</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2376" title="apex_vegetation_post_gdc" src="http://physxinfo.com/news/wp-content/uploads/2010/03/apex_vegetation_post_gdc.jpg" alt="" width="500" height="277" /></p>
<p style="text-align: justify;">Modelling, compiling and SDK pipeline overview related to APEX Vegetation integration with SpeedTree 5.1. Some trees get hurt and broken, all with physically correct behaviour <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p style="text-align: justify;"><strong><a href="http://nvidia.fullviewmedia.com/gdc2010/16-bryan-galdrikian.html">APEX  Destruction using PhysX Lab</a></strong> by <strong>Bryan Galdrikian</strong>, Senior Apps Engineer, Physics R&amp;D, NVIDIA</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2379" title="apex_destruction_post_gdc" src="http://physxinfo.com/news/wp-content/uploads/2010/03/apex_destruction_post_gdc.jpg" alt="" width="500" height="274" /></p>
<p style="text-align: justify;">Detailed description of PhysX Lab Tool features and options. As in other APEX presentations, destruction authoring process is fully explained, using stanford bunny model and several other objects.</p>
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		<title>GDC 2010: APEX Clothing and EVE Incarna</title>
		<link>http://physxinfo.com/news/2330/gdc-2010-apex-clothing-and-eve-incarna/</link>
		<comments>http://physxinfo.com/news/2330/gdc-2010-apex-clothing-and-eve-incarna/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 14:38:44 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[GDC 2010]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2330</guid>
		<description><![CDATA[Japanese website 4Gamer.net has published an overview of GDC 2010 session called &#8220;Physically Simulated Clothing by CCP (EVE Online) Using NVIDIA APEX&#8220;, we were specially interested in.
Update: Video demonstration available
Update #2: CCP presentation screencast from &#8220;Nvidia Game  Technology Theater&#8221; at GDC now available.
Update #3: Full session video record available at GDC Vault

Led by Vigfus [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Japanese website <em>4Gamer.ne</em>t has published an overview of <strong>GDC 2010</strong> session called &#8220;<a href="http://physxinfo.com/news/1926/eve-online-incarna-will-use-apex-clothing/" target="_blank">Physically Simulated Clothing by CCP (EVE Online) Using NVIDIA APEX</a>&#8220;, we were specially interested in.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> Video demonstration available</p>
<p style="text-align: justify;"><strong>Update #2:</strong> CCP presentation screencast from &#8220;Nvidia Game  Technology Theater&#8221; at GDC <a href="../2363/post-gdc-2010-nvidia-theater-presentations-available/" target="_blank">now available</a>.</p>
<p style="text-align: justify;"><strong>Update #3:</strong> Full session video record available at <a href="http://www.gdcvault.com/free/category/280/conference/" target="_blank">GDC Vault</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" 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/wKzNoEuXJEM&amp;hl=en_US&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/wKzNoEuXJEM&amp;hl=en_US&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Led by <strong>Vigfus Omarsson</strong> and <strong>Snorri Sturluson</strong> from CCP, this talk was focused on <a href="http://developer.nvidia.com/object/apex_clothing.html" target="_blank">APEX Clothing</a> system integration with in-house engine, supposed to be used in <strong>Incarna</strong> add-on for <strong>EVE Online</strong> and, probably, new <strong>World of Darkness</strong> MMO.</p>
<p style="text-align: justify;">Using a nice custom character as an example, full clothing <strong>authoring pipeline</strong> was demonstrated.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_cloth_1.jpg"><img class="alignnone size-medium wp-image-2334" title="APEX_cloth_1" src="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_cloth_1-300x187.jpg" alt="" width="300" height="187" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_cloth_2.jpg"><img class="alignnone size-medium wp-image-2335" title="APEX_cloth_2" src="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_cloth_2-300x187.jpg" alt="" width="300" height="187" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_cloth_3.jpg"><img class="alignnone size-medium wp-image-2336" title="APEX_cloth_3" src="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_cloth_3-300x187.jpg" alt="" width="300" height="187" /></a></p>
<p style="text-align: justify;"><span id="more-2330"></span>Several additional topics, including cloth sim optimizations under MMO specific needs, LOD system and debugging tools were discussed.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2342" title="APEX_cloth_4" src="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_cloth_4.jpg" alt="" width="550" height="282" /></p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2343" title="APEX_cloth_5" src="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_cloth_5.jpg" alt="" width="550" height="307" /></p>
<p>For dessert &#8211; real-time cloth simulation preview.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2347" title="APEX_Clothing" src="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_Clothing.gif" alt="" width="512" height="341" /></p>
<p>Too pretty for a capsuleer, huh ? Guess that&#8217;s how <strong>exotic dancers</strong> will looks like in <strong>Incarna</strong> <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2345" title="APEX_Clothing_2" src="http://physxinfo.com/news/wp-content/uploads/2010/03/APEX_Clothing_2.gif" alt="" width="512" height="341" /></p>
<p>You can view rest of the article <a href="http://www.4gamer.net/games/004/G000412/20100312052/" target="_blank">here</a>.</p>
<p><strong>P.S</strong>. usually, sessions in <strong>.pdf</strong> format or even in <strong>full video stream</strong> form are emerging soon after GDC, so stay tuned !</p>
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		<title>Pre-GDC 2010: PhysX demonstrations overview</title>
		<link>http://physxinfo.com/news/2244/pre-gdc-2010-physx-demonstrations-overview/</link>
		<comments>http://physxinfo.com/news/2244/pre-gdc-2010-physx-demonstrations-overview/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 12:51:04 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[GDC 2010]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2244</guid>
		<description><![CDATA[GDC 2010 (Game Developer Conference) is just about to start, and is going to be rich on PhysX related content this year. Apart from session on APEX Clothing integration with EvE Incarna we mentined previously, featured talks will include &#8220;Authoring Physically Simulated Destruction with NVIDIA APEX&#8221; and &#8220;Taking Fluid Simulation Out of the Box: Particle [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://gdconf.com/" target="_blank">GDC 2010</a> (Game Developer Conference) is just about to start, and is going to be rich on <strong>PhysX</strong> related content this year. Apart from session on <a href="http://physxinfo.com/news/1926/eve-online-incarna-will-use-apex-clothing/" target="_blank">APEX Clothing integration with EvE Incarna</a> we mentined previously, featured talks will include &#8220;<a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10662" target="_blank">Authoring Physically Simulated Destruction with NVIDIA APEX</a>&#8221; and &#8220;<a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10577" target="_blank">Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void</a>&#8220;.</p>
<p style="text-align: justify;">You can read session descriptions via provided links, but actually not only this has catched my eye. <a href="http://developer.nvidia.com/object/gdc-2010.html" target="_blank">Nvidia GDC 2010</a> page was updated with schedule of presentations, that are going to be demonstrated at Nvidia <strong>booth #1702</strong> at March 12-13</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2245" title="game_techno_theather" src="http://physxinfo.com/news/wp-content/uploads/2010/03/game_techno_theather.jpg" alt="" width="600" height="104" /></p>
<p style="text-align: justify;">Those include such intriguing topics like:</p>
<p style="text-align: justify;"><strong>Unity for Engineers</strong> &#8211; are they planning to demonstrate update physics system in <a href="http://physxinfo.com/news/2232/unity-3-0-engine-will-include-updated-physx-core/" target="_blank">Unity 3.0</a> ?</p>
<p style="text-align: justify;"><strong>Authoring Runtime Animation with NaturalMotion Morpheme 2.3</strong> &#8211; I&#8217;ve heard that Morpheme is going to be integrated with APEX Clothing, is that it ?</p>
<p style="text-align: justify;"><strong>Softimage 2011 Enhanced with PhysX</strong> &#8211; next version of Softimage will include updated PhysX SDK integration ?</p>
<p style="text-align: justify;"><strong>Streamlining PhysX Content in Max</strong> &#8211; is it related to rumored new physics system in XBR ?</p>
<p style="text-align: justify;">Sadly I can&#8217;t visit GDC myself, but I&#8217;ll try to provide you with any open or insider information I&#8217;ll be able to gather <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>PhysX running on 16 CPU cores in FluidMark</title>
		<link>http://physxinfo.com/news/2185/physx-running-on-16-cpu-cores-in-fluidmark/</link>
		<comments>http://physxinfo.com/news/2185/physx-running-on-16-cpu-cores-in-fluidmark/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 11:22:34 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Fluidmark]]></category>
		<category><![CDATA[Multi-Core]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2185</guid>
		<description><![CDATA[We wrote previuosly about upcoming new version of FluidMark, that is going to include Multi-Core CPU PhysX support.
Recently, with help of David Legrand from PCinpact.com, Jerome &#8220;JeGX&#8221; Guinot was able to test new FluidMark 1.2 on setup with 16 CPU cores. (click to view full image)

And as you may see, CPU PhysX simulation with 48 [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">We wrote previuosly about upcoming <a href="http://physxinfo.com/news/2001/next-version-of-fluidmark-will-feature-multi-core-cpu-physx-support/" target="_blank">new version of FluidMark</a>, that is going to include <strong>Multi-Core CPU PhysX</strong> support.</p>
<p style="text-align: justify;">Recently, with help of <em>David Legrand</em> from PCinpact.com, <em>Jerome &#8220;JeGX&#8221; Guinot</em> was able to test new <strong>FluidMark 1.2</strong> on setup with <strong>16 CPU cores</strong>. (click to view full image)</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/physx-fluidmark-16_cores.png"><img class="size-full wp-image-2186 aligncenter" title="physx-fluidmark-16_cores_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/03/physx-fluidmark-16_cores_sm.png" alt="" width="540" height="338" /></a></p>
<p style="text-align: justify;">And as you may see, <strong>CPU PhysX</strong> simulation with 48 000 fluid particles is <strong>100 % utilizing all 16 Cores</strong>. Amazing work <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: justify;">New <strong>FluidMark</strong> is going to be available soon enough, after JeGx will catch and kill remaing bugs.</p>
<p style="text-align: justify;"><strong><strong>Update:</strong></strong> JeGX is participating in &#8220;<a href="http://blogs.amd.com/work/2010/03/03/48-cores-contest/" target="_blank">What Would You Do With 48 Cores ?</a>&#8221; contest by <strong>AMD</strong> with new FluidMark (which already support up to <strong>64 CPU cores</strong>). That&#8217;s going to be interesting  <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p style="text-align: justify;">Source: <a href="http://www.pcinpact.com/actu/news/55686-cpu-physx-jeux-fluidmark-coeurs.htm" target="_blank">PCinpact</a> | <a href="http://www.geeks3d.com/20100304/preview-physx-simulation-on-a-16-core-cpu/" target="_blank">Geeks3D</a></p>
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		<title>PhysX Rocket for SDK 2.8.3.</title>
		<link>http://physxinfo.com/news/2077/physx-rocket-for-sdk-2-8-3-2/</link>
		<comments>http://physxinfo.com/news/2077/physx-rocket-for-sdk-2-8-3-2/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 16:42:02 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Multi-Core]]></category>
		<category><![CDATA[PhysX Rocket]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2077</guid>
		<description><![CDATA[Old PhysX fans will certanly recognize this name &#8211; Novodex Rocket (PhysX Rocket later on). This application combines two roles: demo physics playground (with large number of  preliminarily created and configurable scenes, ability to change and visualize SDK parameters) and physics editor, which can export objects data to COLLADA or NxuStream.

PhysX Rocket was often used [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Old PhysX fans will certanly recognize this name &#8211; <strong>Novodex Rocket</strong> (<strong>PhysX Rocket</strong> later on). This application combines two roles: demo physics playground (with large number of  preliminarily created and configurable scenes, ability to change and visualize SDK parameters) and physics editor, which can export objects data to COLLADA or NxuStream.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2080" title="rocket1" src="http://physxinfo.com/news/wp-content/uploads/2010/02/rocket1.png" alt="" width="600" height="150" /></p>
<p style="text-align: justify;"><strong>PhysX Rocket</strong> was often used by Ageia to demonstrate SDK features and PPU computing capabilities in year 2005, and was included in SDK package as PhysX tool (till SDK 2.7.3.).</p>
<p style="text-align: justify;"><strong>John Ratcliff</strong>, PhysX Rocket creator, has made <a href="http://codesuppository.blogspot.com/2010/02/physx-rocket-for-283.html" target="_blank">a nice present recently</a> &#8211; he revealed an updated legacy version of Rocket, which is based on latest <strong>PhysX SDK 2.8.3</strong> and includes advanced UI options (unavailable in previous public versions), but is missing some vital demo scenes and object files. Fortunately, we were <strong>able to merge</strong> this updated Rocket with old one, from SDK 2.7.3 Tools &#8211; this means all demos like in regular Rocket, but <strong>SDK 2.8.3 solver</strong> and <strong>additional UI options</strong> from new one.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/02/PhysX_rocket_screen1.jpg"><img class="alignnone size-medium wp-image-2089" title="PhysX_rocket_screen1" src="http://physxinfo.com/news/wp-content/uploads/2010/02/PhysX_rocket_screen1-300x219.jpg" alt="" width="300" height="219" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/02/PhysX_rocket_screen2.jpg"><img class="alignnone size-medium wp-image-2090" title="PhysX_rocket_screen2" src="http://physxinfo.com/news/wp-content/uploads/2010/02/PhysX_rocket_screen2-300x219.jpg" alt="" width="300" height="219" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/02/PhysX_rocket_screen3.jpg"><img class="alignnone size-medium wp-image-2091" title="PhysX_rocket_screen3" src="http://physxinfo.com/news/wp-content/uploads/2010/02/PhysX_rocket_screen3-300x219.jpg" alt="" width="300" height="219" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/02/PhysX_rocket_screen4.jpg"><img class="alignnone size-medium wp-image-2092" title="PhysX_rocket_screen4" src="http://physxinfo.com/news/wp-content/uploads/2010/02/PhysX_rocket_screen4-300x219.jpg" alt="" width="300" height="219" /></a></p>
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<p style="text-align: justify;"><strong>PhysX Rocket</strong> remains a <strong>nice physics playground</strong> even today, so if you&#8217;re ready to spend half an hour by throwing physical bricks, bending physical grass and kicking physical ragdolls, use download link provided below:</p>
<p style="text-align: justify;"><a href="http://physxfiles.com/">Download PhysX Rocket for SDK 2.8.3 from our server</a> (75 mb &#8211; <span style="color: #ff0000;">download currently unavailable</span>). RAR archive, no installation required.</p>
<p style="text-align: justify;">Note: Requires latest <a href="http://www.nvidia.com/object/physx_9.09.1112.html" target="_blank">PhysX Systems Software</a> to run properly.</p>
<p style="text-align: justify;">And, by the way, <strong>Rocket</strong> supports <span style="color: #ff0000;"><strong>multi-threaded CPU PhysX</strong></span> <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2102" title="rocket_multi-threaded" src="http://physxinfo.com/news/wp-content/uploads/2010/02/rocket_multi-threaded.png" alt="" width="600" height="194" /></p>
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