Archive for June, 2011
First tutorial is covering basic principles of mesh fracturing using PhysXLab tool.
NVIDIA has published a technical article, related to Smoothed Particle Hydrodynamics (SPH) fluid simulation method, used in as part of GPU PhysX effects in recently released Alice: Madness Return title.
As we said before, overall level of PhysX particle effects is impressive, but fluid dynamics itself can only be called – decent. We already saw more detailed SPH-fluids in Cryostasis (up to 30 000 particles), gameplay affecting fluids in Crazy Machines 2 and even SPH based smoke in Batman: Arkham Asylum and Mafia II.
However, if you are interested in SPH-fluid simulation technique and particles rendering, we recommend you to familiarize with following materials (in addition to the article this post is related to – which is an interesting read anyway):
Alice: Madness Returns – first game with GPU PhysX support this year and title with most impressive PhysX particle effects.
To determine hardware PhysX performance patterns and GPU requirements we tried to gather all PhysX focused articles and benchmarks, available so far.
[18.06.2011] Alice: Madness Returns GPU test by GameGpu.ru
One of the first articles with proper GPU PhysX benchmarks.
According to their test, only top level NVIDIA GPUs can ensure decent framerate, while used for both graphics and PhysX calculations (however, from our experience, only most intensive PhysX scenes are affecting performance so negative).
Alice: Madness Returns, highly anticipated sequel to original American McGee’s Alice, and first game with GPU PhysX support for this year. As always, we have prepared comparison PhysX video – for your viewing pleasure.
Update: PhysX benchmarks roundup
Update #2: Comparison PhysX screenshots available
GPU PhysX content in Alice: Madness Return can be characterized as “Particle Madness“. In a good way – this game contains probably most rich and diverse physically simulated particle effects, of all games with hardware PhysX support. From habitual and universal debris, chunks, smoke and dust (emitted either by player’s weapons or enemies) to environmental particles (dynamic leaves, ash, bubles, etc) and place-specific effects.
Physical simulation of goopy oil-like substance, that is spawned when black “Ruin” beings are damaged or killed, requires a special notice. During intence fights, up to 10 000 SPH fluid particles, which are colliding with level geometry and reacting to player’s movement, can be processed simultaneously.
New GPU PhysX benchmark was revealed today – it is showcasing APEX integration and hardware accelerated PhysX support in upcoming online TPS game called Mars, developed by Epic China in Shanghai. Mars is the first China developed online shooting title, based on Unreal Engine 3, and is supposed to offer player fresh PvP and PvE experience, vibrant graphics, customizable avatars and weapons.
This includes: various particle effects – physically simulated debris from explosions, chunks from bullet impacts, sparks, etc
Our fellow communuty member Stefan has discovered interesting way to determine if certain Android apps are relying on PhysX SDK integration, with the help of “Dalvik Debug Manager” from Android SDK and any HEX-editor.
You can read full description at our forums.
One of the main tasks of the PhysXInfo.com project is to collect and preserve information about all PhysX SDK based games and applications – that’s what you can see on our frontpage. However, so far we we haven’t paid much attention to mobile and portable platforms, like iOS and Android devices, due to difficulties with titles tracking process.
Now, when NVIDIA has stated “emerging gaming platforms like handheld game devices, tablets, and smartphones” as significant part of PhysX SDK 3 development environment, we are thinking about adding new “Portable” section to our applications database, that will contain information about PhysX based titles on handheld and mobile devices.
NVIDIA has uploaded first minor bug-fix release for PhysX SDK 3 – PhysX SDK 3.0.1 for PC, PS3 and Xbox 360.
Update [04.10.2011]: PhysX SDK 3.1 released
Update [16.06.2011]: PhysX SDK 3.0.1 for Linux released, 32-bit libraries added, linking issues resolved.
Update [24.06.2006]: PhysX SDK 3.0.2 for PC released, with minor bugfixes.
Bug-fixes in 3.0.1 version include following:
- removed a troublesome assert, bad character fixes and a few broken macros
- fixed Xbox and Win32 install scripts
- renamed zeroDataCache to invalidateChache
Documentation was also updated. In addition, official Release Notes for SDK 3.0 were included with installation package. You can view them here.
As always, you can download PhysX SDK 3.0.2 via Developer Support Center.
If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.