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Archive for January, 2010

WeeklyTube Issue 22: PhysX video overview

with one comment

eVGA GTX 275 Co-op PhysX Edition Unboxing & First Look Linus Tech Tips by LinusTechTips

Unboxing of EVGA GTX 275 CO-OP PhysX – dual card with GTX 275 and GTS 250 GPUs – on one board. GTS 250 is dedicated solely for PhysX.

Physics Engine Technology Demonstration #2: Meqon by GeekboxProductions

Meqon physics engine – aquired by Ageia in 2005, mostly to avoid rivalry. Sometimes I feel sorry that PhysX is based on Novodex, not this one.

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Written by Zogrim

January 31st, 2010 at 4:11 pm

Posted in WeeklyTube

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Meng Game Engine: PhysX integration demo

with one comment

Interesting video appears on YouTube today – it’s showcasing PhysX SDK integration with Meng Game Engine by Mindware  Studios. Meng was the technology behind recently released painkiller-style game called Dreamkiller.

Video is demonstrating some advanced physics simulation – tearable and pressure cloth, metal cloth based deformables, dynamic hair, and ragdolls, blended with animation using joint motors.

However, we haven’t spotted anything but ragdolls and rigid bodies in actual Dreamkiller game, so perhaps more complicated features are reserved for future projects.

Update: unfortunately, video seems to be removed by user.

Written by Zogrim

January 27th, 2010 at 10:54 pm

Posted in Engines and Wrappers

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PhysX SDK and APEX: current status

with 2 comments

As we mentioned before, recent materials from post-CES 2010 special GF100 breifing by Nvidia revealed certain in-depth details on PhysX Technology current status.

Now, thanks to Acrofan, we have now complete video record (20 min) from that briefing, covering part with PhysX SDK and APEX Toolset description, recent improvements on console PhysX versions, engine features and developer tools details, etc.

BTW, at 9:40 they were using graph from our Popular Physics Engines comparison article, and PhysXInfo was called “very cool website:)

Written by Zogrim

January 26th, 2010 at 4:57 pm

Posted in Other, PhysX SDK

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WeeklyTube Issue 21: PhysX video overview

without comments

Dark Void – PhysX by GamerSpawn

Official PhysX comparison trailer from Nvidia nzone.com page. Our comparison video – here

Carmageddon XNA Physics Test 3 by 1amStudios

XNA and PhysX based Carmageddon remake is getting better and better.  Note: Sound may be a little to high, so ajust your volume beforehand.

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Written by Zogrim

January 23rd, 2010 at 2:18 pm

Posted in WeeklyTube

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Nvidia GF100 SPH PhysX Fluids demo

without comments

Impressive video of realtime Smoothed Particle Hydrodynamics (SPH) PhysX Fluid simulation demo, running on GF100 GPU, was uploaded to YouTube by Nvidia recently.

According to certain slides, this demo is using 128 000 particles, running on 141 frames per second.

First game that made use of PhysX SPH, Cryostasis, simulated 30,000 water particles at average 30 frames per second on the GT200 architecture. Next title with extensive SPH Fluids effects is going to be Metro 2033, as we heard.

Written by Zogrim

January 22nd, 2010 at 8:57 am

Posted in Other

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Nvidia in responce to AMD: PhysX is multi-threaded

with 3 comments

Earlier this month, AMD critized Nvidia again, this time on crippling PhysX multi-threaded capabilities.

“When they bought Ageia, they had a fairly respectable multicore implementation of PhysX. If you look at it now it basically runs predominantly on one, or at most, two cores. That’s pretty shabby! I wonder why Nvidia has done that?” said Richard Huddy, AMD worldwide developer relations manager, in an interview with Bit-tech.com

“It’s the same thing as Intel’s old compiler tricks that it used to do; Nvidia simply takes out all the multicore optimisations in PhysX. In fact, if coded well, the CPU can tackle most of the physics situations presented to it.”

Tomshardware asked Nvidia for its responce for such allegations, and here is an answer by Nadeem Mohammad, PhysX director of product management:

I have been a member of the PhysX team, first with AEGIA, and then with NVIDIA, and I can honestly say that since the merger with NVIDIA there have been no changes to the SDK code which purposely reduces the software performance of PhysX or its use of CPU multi-cores.

Our PhysX SDK API is designed such that thread control is done explicitly by the application developer, not by the SDK functions themselves. One of the best examples is 3DMarkVantage which can use 12 threads while running in software-only PhysX. This can easily be tested by anyone with a multi-core CPU system and a PhysX-capable GeForce GPU. This level of multi-core support and programming methodology has not changed since day one. And to anticipate another ridiculous claim, it would be nonsense to say we “tuned” PhysX multi-core support for this case.

PhysX is a cross platform solution. Our SDKs and tools are available for the Wii, PS3, Xbox 360, the PC and even the iPhone through one of our partners. We continue to invest substantial resources into improving PhysX support on ALL platforms–not just for those supporting GPU acceleration.

As is par for the course, this is yet another completely unsubstantiated accusation made by an employee of one of our competitors. I am writing here to address it directly and call it for what it is, completely false. NVIDIA PhysX fully supports multi-core CPUs and multithreaded applications, period. Our developer tools allow developers to design their use of PhysX in PC games to take full advantage of multi-core CPUs and to fully use the multithreaded capabilities.

Source: nTersect Blog

Written by Zogrim

January 21st, 2010 at 12:23 pm

Posted in Other

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Dark Void: benchmark and PhysX patch available

with 27 comments

Dark Void page at nzone.com was updated with two new downloads:

Dark Void – PhysX Patch (337 mb)

GeForce users who purchased a retail (boxed) copy of Dark Void. In order to play Dark Void with enhanced PhysX features, a patch must be installed.

Dark Void – PhysX Benchmark (901 mb)

Download the Dark Void PhysX Benchmark and get a taste of this dynamic third-person shooter experience!

Important Notice: Benchmark does not include APEX Turbulence based smoke and particles, so effects amount is equal to PhysX “Low” in-game setting.

If you are insterested in full scale GPU PhysX effects overview, refer to out PhysX comparison video.

Update: Some details on CPU utilization (Intel Core 2 Quad 9400 used)

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Written by Zogrim

January 20th, 2010 at 8:23 am

Posted in PhysX Games

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3 Years Anniversary

with 5 comments

Buried with Dark Void video, I’ve completely forgot about one thing – 17 January 2010 was 3 Years Anniversary of whole PhysXInfo.com project.

Back in Jan 2007 it was just one page with PhysX SDK based games list, settled on a 3d-party website (rubux.net, doesn’t exist anymore). In May 2008 I’ve desided to move to a free hosting (you may remember it – physx.cwx.ru), still site contained only regularly updated PhysX games and application table, but only in August 2009 PhysXInfo evolved to its current form – own domain name, news feed, comparison videos ans screens, forum.

So, thanks to all people who are helping and supporting me, or at least reading PhysXInfo sometimes :)

Zogrim.

Written by Zogrim

January 19th, 2010 at 1:25 pm

Posted in Website

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GPU PhysX in Dark Void: comparison video

with 4 comments

Dark Void is interesting title – at least from GPU PhysX perspective. It’s using brand new APEX Turbulence module for dynamic real time fluid smoke and particles simulations, which is looking much more realistic and natural then usual SPH-based smoke we’ve seen, for example, in Batman: Arkham Asylum.

Hovewer, more immersive gameplay came at great cost – Dark Void is most demanding GPU PhysX game currently.  Consider dedicated GTX260 GPU as minimum requirement for High PhysX settings.

In general, there are four PhysX modes in the game:

PhysX – Off: standart physics stuff, calculated on CPU – ragdolls, some dynamic rigid bodies, some particles. Default level for console versions.

PhysX – Low:  adds some dynamic particles – chunks and debris from bullet impacts, physically simulated sparks for Hypercoil and Magnetar weapons,  additional shards for destroyed enemies. We’ve seen such effects before, in almost every single GPU PhysX game, but this time there is really huge amount of particles, and they are not dissapearing for like half a minute or so.

Remark: The Low setting is the only setting that can be used to compare CPU PhysX effects versus GPU PhysX.

PhysX – Medium: additionally enables turbulence particle simulation for Disintegrator Gun. Each vaporazed enemy emits 30 000 particles, and there can be several simultaneous effects on-screen at once. As  ragdoll moves and rotates it imparts linear and angular forces into the fluid simulation, thus each disintegration is unique.

This mode is NOT available for CPU calculations, you just won’t be able to enable it without appropriate Nvidia GPU.

PhysX – High: includes all additional physics effects, and adds dynamic fluid smoke for Jetpack in Hover mode. Smoke simulation uses up to 100 000 particles, which are emitted every time whenever there is a change in applied power (i.e. the jetpack is turned on or off). This mode is NOT available for calculations on CPU.

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Written by Zogrim

January 18th, 2010 at 7:46 pm

Posted in PhysX Games

Tagged with ,

Mafia II to use PhysX powered clothing ?

with 2 comments

Recently, Nvidia put some information sessions showing their upcoming next generation GF100 GPU (you can see previews all over the web now). But this article – “Sneak-peek at Nvidia’s Fermi” by neoseeker.com contains something really interesting:

It’s a demonstration video of new APEX Clothing module from PhysX Toolset, showcasing dynamic clothing simulation on “game character from upcoming game title” (left pic)

But we can’t be fooled – that’s Vito Scaletta – main character of upcoming Mafia II. (right pic).

GPU PhysX support in Mafia II was suggested previously, but now it’s more then obvious.

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Written by Zogrim

January 18th, 2010 at 2:02 pm

Posted in PhysX Games

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