Archive for March, 2010
Decent article called “AMD and NVIDIA butt heads over physics” emerges on Atomic MPC website yesterday.
Richard Huddy, AMD’s Worldwide Developer Relations Manager, Ashu Rege, Nvidia’s Senior Director of Content and Technology, and Nadeem Mohammad, Nvidia’s Director of Product Management and PhysX, are speaking out against physics engines support strategies of their rival companies. During discussion, Bullet physics SDK is opposed to PhysX SDK.
Apart from slight pro-AMD tone and some factial mistakes in engines descriptions, it’s interesting read. Conclusion we are complitely agreed with:
Whether or not Bullet takes off remains to be seen, but the next few years will certainly be an interesting challenge for both companies.
However, as we’ve already took a view at AMD and PhysX relationship history, future of that AMD-promoted GPU Bullet and it’s implementation in games (not Bullet SDK itself) isn’t looking so bright and clear for us.
Recent PhysX drivers 9.10.0222 and 197.xx NV GPU drivers are mostly incompatible with 1.02 GenL Mod for Hybrid PhysX systems (witch hunt, another round) – using this drivers set will results in Metro 2033 crashes, abnormal FluidMark behaviour and performance problems in other PhysX games.
However, user Containforum, known for his Hybrid PhysX installation guide and Catalyst 10.2 extended display fix, has come out with a solution – he created a “patch”, that resolves performance problems (at least for FluidMark) and allows you to use Hybrid PhysX without necessity to extend display.
Update: You can download containforum’s fix 1.02 here (25 mb). GenL mod must be applied firstly.
Update #2: comment from GenL
Result can’t be called a “patch” anyway. This package contains several unmodified (unpatched) files from PhysX SS v9.09.1112 and v9.10.0129. While this can’t be a proper solution for newer versions of PhysX SS, i’m surprised it worked for people
Update #3: Extended display fix only.
UPDATE: Hybrid PhysX mod 1.03 released – with timebomb fix and lastest drivers support.
It’s recommended to use it with 196.34 drivers and latest PhysX System Software.
Please use this post or comment at youtube to report if this fix is working with other GPU PhysX games, or any problems you will encounter.
Metro 2033 GPU/CPU PhysX fog Comparison by protowiz
Performance comparison for Advanced PhysX effects running on single GTX 260 GPU and C2Q 9550 CPU. Particle smoke from grenade explosions is demanding effect, so fps hit is noticable.
pXent Pro and 3DGS – Cloth Physx and Tearing by quadraxas
Video from new pXent PhysX wrapper demo. Includes two types of cloth simulation – large tearable banner and thin clothing on animated character.
Supersonic Rocket Sled – DX11 and PhysX technology demo from Nvidia is finally available for download (221 mb). Unfortunately, you won’t be able to run it until you have GTX 400 Series GPU.
You can download Supersonic Sled demo from here
Apart from Supersonic Rocket Sled demo all of you are probably familar already, for GF100 launch Nvidia has prepared another technical PhysX demo, called Raging Rapids Ride, with boat riding down a montain river – maybe not so impressive in graphics aspect, but with intensive and complex real-time fluid simulation.
It using PhysX SDK based objects with custom hybrid water simulation, utilizing both heightfield fluid solver and particle simulation. Boat behaviour is a little choppy, escpecially when it collides with waterside surface, but water simulation looks very impressive.
Update: You can download Raging Rapids Ride demo here
Grid based shallow water flowing pass a terrain with high slope is automatically turned into particle waterfall, and than – back to heightfield water (thus, two different fluid solvers are used simultaneously).
Well, NDA for new GTX480/470 GPUs from Nvidia is lifting now all over the world, and we are ready to spoil some details about PhysX computing capabilities of new GPUs.
Not bad, huh ? GTX 480 promises 2.5x performance gain over GTX 285 in PhysX calculations. To reinforce this statement, some benchmarking results vere revealed.
First one – for Raging Rapid Ride techno-demo, featuring complex water simulation (you can read our overview here).
Update: second PhysX trailer
With launch of their new GTX480/GTX470 GPU products, Nvidia has revealed a trailer, showcasing hardware accelerated PhysX content in Mafia II.
Amount of physics effects is looking impressive – various types of particle debris and chunks, sparks and smoke, destructible objects, APEX based clothing simulation. Not to mention, that apart from those effects, overall in-game physics in Mafia II is based on PhysX SDK too.
Will Mafia II become killer app for GPU PhysX many are waiting for ? We’ll know at August 24th 2010.
Slides (.pptx, 23 mb) from GDC 2010 session “Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void” have emerged at GDC Vault recently.
Driven by Sarah Tariq (Nvidia) and Joe Cruz (Airtight Fames) this session is covering implementation of a seamless, scalable and directable fluid solver in a Dark Void game engine and describing how it was used to create complex particle effects.
Update: slides in .pdf format
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’s complete rewrite) – just take a look at the main application window (click to view full picture), and compare it with previous PVD 1.1.9
You can download PhysX Visual Debugger 2.0 Beta via Developer Support Center.
If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.
If you have trouble with new account registration or existing account (dissapearing downloads, unable to log-in, etc) you can send your problem description to email@example.com – we’ll try to provide a shortcut to PhysX dev. team.
APEX Clothing 3ds MAX plug-in by NVIDIADeveloper
Physically simulated clothing via PhysX SDK. Authoring process using APEX Clothing module and 3ds Max. From GDC 2010.
APEX Destruction PhysX Lab by NVIDIADeveloper
Destructible environments via PhysX SDK. Authoring process using APEX Destruction Module and PhysX Lab tool. From GDC 2010.