Archive for May, 2010
Two Worlds 2 E3 2010 Trailer [HD] by machinima
First full-scale trailer of upcoming Two Wolds II RPG tilte. PhysX SDK is responcible for all in-game physics – in this particular video you can notice nifty cloth simulation, applied to player’s cape.
Get to the Max with a Dedicated PhysX Card by evgaonthetube
Nice video from EVGA, promoting GT240 as dedicated PhysX card. Can boost your performance even when main GPU is GTX 480.
Quoting GenL, Hybrid PhysX mod creator
I’m seriously amazed… seems like you are right! I just didn’t test it yesterday because i saw a user report saying otherwise on another site, but now i’ve tested it by myself on Windows XP and Windows 7 x64 – it really works “out of the box” with 257.15.
In Windows XP i’ve just extended the fake desktop, and on Windows 7 i created one non-extended – that’s all i needed to get GPU-PhysX working. And even more surprising – timebomb issue is gone too, at least for its normal time interval (~30 seconds in FluidMark).
Originally, Hybrid PhysX configurations were officially blocked by Nvidia in Q4 2009.
What’s this – accidental mistake or permanent change, ticket to the bright future for Hybrid PhysX systems ?
Update #2: unfortunately, this was just a bug.
Yes, this is a bug in the latest build of PhysX that was packaged with the driver. We’ll be fixing this issue ASAP – the WHQL driver launching in early June won’t have this issue. – NVIDIA.
Shame on you, Nvidia. Anyway, we still have Hybrid PhysX mod.
Update #3: official statement from Nvidia
The fact remains that the investment to do a full QA cycle on this AMD/NVIDIA hybrid GPU configuration is beyond what NVIDIA can support at this time. The cost of maintaining AMD/NVIDIA hybrid configurations is larger than the development expense for PhysX, and I do expect that there are games and configurations where this type of system just won’t work.
Use comments to this post to provide your feedback.
Update: Now in HD.
It is showcasing all extra PhysX content, mentioned in preview articles – various impact debris and chunks via APEX Particles module, APEX Clothing based cloth simulation on characters and shockwaves from explosions, repelling all physical objects in their blast radius.
A Live Oak tree is hand drawn on-the-fly directly in the SpeedTree 5.1 Modeler. After the tree is created in less than 1 minute, full physical interaction is provided instantly via the APEX Vegetation Module.
Rigid body skeleton is generated automatically during authoring process, and special leaf particle emitters are used to add some more realism.
If you’re interested in more in-depth details about APEX Vegetation features, you can watch presentation called “APEX Vegetation with the SpeedTree Modeler” from recent GDC 2010.
KitGuru website has brought us news that Manju Hedge, former CUDA and PhysX Solutions Vice President (previously – CEO and co-founder of Ageia) has left NVIDIA to join AMD.
Our own sources at NVIDIA are indicating – this information is truthful.
However, according to our data, Manju departure won’t affect PhysX (he hasn’t been working on PhysX for over a year) or CUDA development process in NVIDIA, and his new roll in AMD won’t be connected to game physics related projects (instead, Manju is going to be involved in ISV recruitment).
Update: Pursuant to latest press-release, Manju Hedge will lead AMD Fusion Experience Program.
Update #2: from X-bit Labs article
In particular, [Manju Hedge] will manage the developer relations teams that help independent software developers (ISVs) to implement program code optimized for heterogeneous multi-core microprocessors.
We want to thanks Manju Hedge for awesome work on PhysX front and wish him best of luck with this new assignment !
Today, Nvidia has presented new 256 Family of GeForce/ION drivers. Among from other features, like improved performance for GTX 400 Series GPUs, Blu-Ray 3D, CUDA 3.1 and OpenGL 4.0 support, new drivers are introducing enhanced configuration panel for Multi-GPU and PhysX configurations, with more intuitive interface.
In addition, it’s now posible to specify which GPU use for each CUDA (and PhysX) application via Manage 3D settings page.
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 CPU PhysX.
- New: added Heavy PhysX mode: to make modern systems with GPU PhysX happy
- New: added point sprite based rendering for particles (keys F2, F3 and F4).
- New: added keyboard-based camera control in stability test mode.
- Change: compiled with NVIDIA PhysX SDK 18.104.22.168.
- Change: updated with the latest version of ZoomGPU for graphics hardware detection.
Update: limitations of GPU PhysX simulation
Update #2: Async mode details
Update #3: FluidMark 1.2.2. available
We’ve already did more or less detailed features overview in our FluidMark 1.2 Beta preview article (in addition, more technical details are available from original post), so this time we will just point on certain changes in release version in comparison to beta one.
Main window haven’t underwent much changes.. (click to view full picture)
.. while benchmarking process was improved, to achieve results standardization. Every benchmarking sequence now starts with so called “Warming-Up” 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.
Moreover, new FluidMark 1.2 is now officially approved by Nvidia. According to JeGX, FluidMark developer, NV engineers have helped with bug fixing and overall optimizations, but have not influenced development process in order to give an advantage to GeForce GPUs or penalize CPUs.
Gamespot took an exclusive glimpse on several new features, available for PC version of upcoming Mafia II title – GPU PhysX effects via APEX and 3D Vision.
Specifically, the PC version of Mafia II will take advantage of two different aspects of APEX technology. The first, the “clothing module,” will realistically model flowing clothes on what are designated as “primary characters.” In the case of Mafia II, this means Vito (the protagonist) and any other characters that happen to be up close to him will benefit from this module. The APEX clothing module realistically makes trench coats flap in the wind and sway while characters walk or run.
The second APEX module, the “destruction module,” models realistic damage and deformation on exploding objects, as well as the concussive force of a powerful explosion with an “invisible force field” that realistically sends any sufficiently light objects (or characters) flying. We watched a demonstration of this in action with an exploding car, which smashed nearby crates to bits and sent their splinters–and a nearby mobster–hurtling through the air.
It also offers Mafia II an enhanced particle system that creates discrete and unique, procedurally generated debris when you or other characters destroy any of the game’s deformable objects. The demonstration we watched was from the Wild Ones level we’ve covered previously–specifically, the part where Vito and his gangster buddies use tommy guns and Molotov cocktails to tear a rickety wooden diner to shreds. The scraps of wood and shards of glass realistically went flying with each explosion, and we’re told that no two play-throughs should produce the exact same scraps and shards.
While certain statement brings only more confusion, it’s unclear – is Mafia II really using APEX Destruction (in addition to Clothing and Particles modules) or it is just result of misinterpretation, this article is pretty interesting read in overall.
Moreover, material contains some new screenshots, showcasing particle effects in action.
GPU PhysX support in Mafia II, highly anticipated mobster crime drama from 2K Czech, is not a secret for certain time, and recently official press-release, along with three new screenhots, were revealed.
The integration of PhysX and NVIDIA APEX technology, including the APEX Clothing and Particle modules, enable the city and personalities of Empire Bay to truly come alive on Windows PC. The NVIDIA APEX Clothing module allows for more dynamic movement in clothing, making in-game characters even more realistic and reactive to environmental conditions.
With the implementation of NVIDIA APEX Particles, players are engulfed in lifelike explosions that are bigger and brighter, including weapon fragments, in-game debris and destructible environments that are amplified in both quantity and realism through the integration of APEX Particles. For example, a pistol fired into a glass pane will emit hundreds of glass shards; a shotgun blasted through a wooden landing will splinter the wood; and a Tommy Gun will chip into a brick or stone wall to methodically fracture and break it into pieces.
An addition to hardware accelerated PhysX content, PC version of Mafia II will feature 3D Vision support. Mafia II will be available in North America on August 24, 2010, and internationally on August 27, 2010.
Mafia II – Developer Diary Episode 2 by GamerSpawn
New developer diary for highly anticipated Mafia II title. Interesteng detail – judging by in-game scenes (like 1:03-1:09), clothing simulation won’t be GPU PhysX exclusive.
Land Of Ozis by ccPaolo
Blitz 3D and PhysX SDK based arcade indie game, posed by it’s author as sequel to “World of Goo” title. Available for download from here.