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Archive for February, 2010

Shadow Harvest: website update

without comments

We haven’t heard anything about Shadow Harvest from Black Lion Studios, tactical shooter with GPU PhysX support slated for 2010 release, for a long time, but today official website – http://www.shadowharvest.com/ – was completely revamped, filled with game background information, characters profiles and new screenshots.

Game engine supports graphical features such as deferred rendering, ambient occlusion, volumetric particles and complex postprocessing pipeline (HDR, DOF, Color Correction, etc), from GPU PhysX side – destructible environments, advanced smoke and cloth simulations.

In addition, according to PCgameshardware.de, developers are planning to release game demo and even a benchmark (probably, with GPU PhysX effects included).

Written by Zogrim

February 15th, 2010 at 8:30 pm

Posted in PhysX Games

Tagged with

WeeklyTube Issue 24: PhysX video overview

with 3 comments

Dark Void PhysX Benchmark 5870+8800gt Owned Fermi by derguru187

Dark Void benchmark running on Hybrid ATI HD5870 + Nv 8800GT with GPU PhysX effects disabled and enabled (105 average fps with PhysX in result).

Radeon HD 5870’s w/ Nvidia PhysX by nascasho

Hybrid PhysX system overview (with two HD 5870 in Crossfire and 9500GT as PhysX card) and demonstration of UT3 PhysX Mod gameplay.

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Written by Zogrim

February 14th, 2010 at 12:21 pm

Posted in WeeklyTube

Tagged with , ,

Metro 2033: Story, Combat and Tech interview

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Gametrailers.com website has published exclusive video interview with Luis Gigliotti, Metro 2033 executive producer, which also includes new gameplay sequences.

First part give a glimpse on human survival in Moscow after nuclear strikes.

[not available]

In second part Luis describes new proprietary engine used to produce highly detailed post-apocalyptic world plus new innovative weapons.

[not available]

In addition to excellent graphics with DX11 support and intensive storyline, Metro 2033 will include GPU accelerated PhysX content. If you are interested in details about GPU PhysX support, please refer to our  inteview with 4A Games, focused on in-game physics.

Written by Zogrim

February 11th, 2010 at 12:31 pm

Posted in PhysX Games

Tagged with , ,

Rocket Sled: DX11 and PhysX features trailer

without comments

Official trailer of Rocket Sled demo (also known as Supersonic Sled), with detailed DX 11 and PhysX features description, emerges on YouTube recently.

Firstly shown on CES 2010, Rocket Sled is supposed to demonstrate both graphics and physics computing capabilities of new GF100 (Fermi) GPUs.

If you are interested in more in-depth technical details behind this demo, you can watch this video or read this article.

Written by Zogrim

February 9th, 2010 at 1:18 pm

Posted in Other

Tagged with , , , ,

EVGA GTX 275 CO-OP PhysX Edition: Reviews roundup

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EVGA GTX 275 CO-OP PhysX – unique dual card with GTX 275 (G200) and GTS 250 (G92) GPUs – combined on one PCB. While GTX 275 is doing graphics work, GTS 250 is dedicated solely for PhysX. Several benchmarking articles were published on the web today:

EVGA GeForce GTX 275 CO-OP PhysX Edition: Physics Onboard by Xbit Labs

Includes package and PCB design overview, power consumption, noise level and GPU temperature measurements, lots of tests with GPU PhysX (Dark Void, Batman: Arkham Asylum, Darkest of Days) and non-PhysX (Crysis Warhead, Fallout 3, etc) games.

Update: recently, this article was expanded – few new GPUs and Hybrid PhysX system (ATI HD 5850 + NV GT220) added to tests.

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Written by Zogrim

February 8th, 2010 at 10:44 am

Posted in Articles, Reviews

Tagged with ,

PhysX From Inside Out: RayFire Tool

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We are proud to announce our new line of articles, called “PhysX From Inside Out” – view on PhysX SDK from developer’s perspective, within the bounds of certain PhysX based applications.

Or first, pilot article, is dedicated to RayFire Tool – awesome destruction plug-in for 3ds Max. Mir Vadim, RayFire Tool sole developer, has answered some of our questions about  RayFire history and PhysX SDK role in plug-in development.

Read The Article - PhysX From Inside Out: RayFire Tool

P.S. I’ve counted on small interview firstly, but Mir Vadim has sended a huge post-mortem like material – must read for every RayFire user and admirer.

Thanks Mir ! :)

Written by Zogrim

February 8th, 2010 at 3:13 am

WeeklyTube Issue 23: PhysX video overview

with one comment

Metro 2033 – Fear The Future by GordonFreeMANness

Latest trailer from Metro 2033 – title with extensive PhysX support.

Fluid simulation using PhysX implementation of SPH by eyroo

Liquid simulation with 18 000 particles, based on SPH PhysX fluids and OGRE engine.

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Written by Zogrim

February 6th, 2010 at 1:16 pm

EVE Online Incarna will use APEX Clothing

with 29 comments

According to Nvidia GDC 2010 sessions plan, next major add-on for EVE Online, popular sci-fi space MMO game, known as “Incarna” or “Walking on Stations” will use APEX Clothing module for character clothing simulation.

Physically Simulated Clothing in Eve Incarna Using NVIDIA APEX

In this session, we will demonstrate how CCP added physically simulated clothing to their Eve Incarna characters using NVIDIA’s APEX Clothing. We will demonstrate, step by step, the full authoring pipeline, from DCC tools to final integration into the game engine. This session introduces the full NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing, Destruction, Particles, Turbulence & Vegetation), which significantly speed up creation and inclusion of scalable, dynamic content without a large engineering effort.

Previosly know as “Ambulation”, than “Walking on Stations” and now “Incarna” project is supposed to pare capsuleer pilots out of their ships and put them into stations – for the first time. (currently, players have no ability to control their actual avatars, only space ships)

Update: APEX Clothing and EVE Incarna – first look from GDC 2010.

[18.08.10] Update #2: Carbon technology blog from CCP, and accompanying video.

Written by Zogrim

February 6th, 2010 at 12:50 am

Posted in PhysX Games, PhysX Tools

Tagged with , ,

Hybrid PhysX Test: by Fudzilla

with 7 comments

Hybrid PhysX related article with provoking title “Nvidia helps the HD 5870 beat the GTX285 in PhysX” can be found at Fudzilla today.

Article itself is nothing particularly special, from our opinion – only one dedicated PhysX GPU was tested, old 1.01 PhysX mod (while 1.02 is available for several months) and old installation guide (while much more detailed can be found easily) were used – still, fact that Hybrid PhysX is now recognized by such popular website like Fudzilla, is memorable enough.

Other Hybrid PhysX links you may refer to:

Installation instructionsLink#1 | Link#2 | Link#3 (Please note that most of them refer to old PhysX mod 1.01 – use 1.02 mod instead, download link above) | Link#4 | Link#5 (video guide) | Link#6 (specific details) | Link#7 (Italian video guide) | Link#8 | Link#9 (detailed) <- it’s recommended to start from newer links.

Hybrid PhysX systems benchmarks: HD4870/5870+9500/9600GT | HD4850/5750+9800GT | HD5870+GT220 | 2xHD5870 + 9800GT

Written by Zogrim

February 5th, 2010 at 3:36 pm

Posted in Hybrid PhysX

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Metro 2033: Interview with 4A Games on physics.. and PhysX

with 3 comments

Lately, Metro 2033 is more and more often referred as starting title for new GF100 GPUs from Nvidia – due to it’s truly next-gen graphics engine, with DX 11 support and, of course, intensive usage of Physx SDK and hardware accelerated PhysX effects – aspect we are most interested in.

Yuriy Saschuk, 4A Games engine programmer, has joined us today to answer some questions about Metro 2033 in-game physics in general, and PhysX specifically.

PhysXInfo.com: How much physics is involved in gameplay ? Do players have ability to carry physical objects or drag corpses ?

Yuriy: Physics in Metro 2033 has more demonstrative, than gameplay affecting, nature. It’s supposed to enhance game, make it more diverse, realistic and exciting. But actual gameplay isn’t focused on physics.

You can’t carry or throw objects – we’ve decided that there is no need for this, but enemies (and player too) can receive damage as result of certain physical interactions.

PhysXInfo.com: Will Metro 2033 contain destructible objects, and in what quantity ?

Yuriy: Our engine supports destructible environments, and this component is used in the game.

PhysXInfo.com: Tell us a bit about hardware PhysX support in the game. Presence of appropriate Nvidia GPU will simply increase the fps numbers or add some exclusive effects ? Will GPU PhysX content have influence on gameplay ? Which advanced physics effects will be included ?

Yuriy: PhysX hardware acceleration capability of Nvidia GPUs will add performance in the first place. There are two physics modes in Metro 2033 – basic and so-called, “Advanced PhysX”, which will include both enhanced, more detailed effects from basic mode and some additional physics features. Advanced PhysX mode requires appropriate Nvidia GPU to run properly, meanwhile, it will not affect gameplay, just add some immersion.

Or engine support cloth and fluid simulation. By “fluid simulation” we imply various particles system, like lighter- and heavier-than-air gases, smoke, dust, debris from bullet hits, not only liquids.

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Written by Zogrim

February 4th, 2010 at 11:46 pm

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