Archive for November, 2011
Batman: Arkham City, sequel to award winning Arkham Asylum title and second GPU PhysX game this year, has finally hit the shelves worldwide.
As usually, we are proud to present you our PhysX review and comparison video, showcasing extra physical effects that can be found in PC version of the game.
Can't view the video ? Watch alternative variant on Vimeo
Some technical details, like difference between PhysX settings, were already revealed in our preview article, so let’s give a score to different aspects of GPU PhysX implementation and compare them to previous Batman: Arkham Asulum title:
All effects are done accurately, with diligence – you will not see jerky or buggy behaviour (within physics engine limitations, of course), art is fine, almost everything is configured correctly. However, some particle effects could be done better – for example, it is not appealing to see when glass shards are jumping all over the place like they were made out of rubber.
PhysX effects are scattered all over the game and accumulated in a places you will visit during main storyline (for example, you won’t see dynamic paper sheets on a random street).
Overall amount of extra physics content is similar to Arkham Asylum, but the components differ: you won’t see many “environmental” cloth objects, like all those banners and flags that can be teared appart with batarang, but in return APEX Clothing module is used extensively to simulate dynamic clothing on characters, including hoodies and coats on thugs, pants on russian twin-clowns, costume of Bruce Wayne, etc.
SPH smoke, steam and fog are rare in this game, but other particles (physical debris, shards, splinters, sparks) can be encountered much more frequently. All boss battles are enhanced with unique particle effects, for example.
As a good tradition, there is psychedelic level with lots of GPU Rigid Bodies. Looks gorgeous, actually, without PhysX effects this scene feels not nearly as vivid and spectacular.
Continuing the good tradition of it’s predecessor, Batman: Arkham City provides built-in benchmark with GPU PhysX (and also DX11) effects, however this time sequence is significantly shorter and less diverse.
Update: GPU PhysX in Batman: Arkham City - review and comparison video
For those who is interested how it looks like, we have prepared following video which is showcasing the difference between minimum and maximum PhysX settings.
Meanwhile, full-scale comparison PhysX video is in the works and should be available next week.
Update [14.02.2012]: Latest build of PhysXLab 1.1 is available. It is recommended to re-download it.
Update [16.05.2012]: Beta 3 version of APEX 1.1 is released.
- APEX 1.1 support (PhysX SDK 220.127.116.11).
- Possibility to have multiple physical meshes per chunk – convex decomposition (controlled by “Collision Quality” settings).
- New options for “Playground” simulation – Radius Damage Tool, ability to throw or drop destructible asset, shoot it with box or sphere.
- Separate pieces now detected by the FBX importer.
- Can now import a multiple mesh and export without further fracturing.
- Ability to cancel fracturing opertation – “Stop Fracture”.
- Chunk instancing (correponding chunks between different destructible actors will be rendered through intance bufer).
- Chunks tiling (matching chunks created from cutout fracturing will be instanced within the same actor, as well as referenced actors).
- Visualization of instanced chunks.
- LOD settings can now be applied to destructible in playground.
- Supports ASDW keys to move camera.
- Updated interface with support for all new features.
Batman: Arkham City tests the patience of PC gamers with several release delays, but will try to wheedle them with DX 11 Graphics and PhysX Technology.
Update: GPU PhysX in Batman: Arkham City - review and comparison video.
Recent comparison trailer gave us a glimpse of extra physics effects, and now we want to provide you with some additional details on what to expect from GPU PhysX content. In addition, new comparison PhysX video was released as well.
As usually, it will be possible to adjust level of in-game physics via “Hardware Accelerated PhysX” option in game’s launcher. There will be three settings:
PhysX Off: all GPU accelerated effects are disabled, only standart CPU physics (like ragdolls) is used.
PhysX Normal: enables additional particles effects (debris, volumetric smoke and steam, etc) and destructible environments.
PhysX High: includes all effects enabled withing “Normal” settings as well as realtime cloth and clothing simulation.
NVIDIA has uploaded new 9.11.1107 version of PhysX System Software.
Official description does not provide any details about new features in this release (only support for “500-series GPUs” was mentioned – this is not new), but we have spotted updated .dlls (.41) for PhysX SDK 2.8.3 and additional PhysXCore.dll for SDK 18.104.22.168 in a separate folder. Apparently, there are some other minor bugfixes.
Also, PSS 9.11.1107 is included in new 285.79 Beta GPU Drivers (upd: actually, mentioned, but not included).
PhysX System Software 9.11.1107 is available for download from NVIDIA website.
Upd: According to several user reports, this PSS is working fine with Hybrid PhysX and mod 1.05ff.
Very interesting PhysX Fluid Simulation demo was revealed by a user Finalspace on German Delphi OpenGL Community forum.
Update: new version is available.
Written from scratch on C++, based on PhysX SDK 3.0.2 and OpenGL, this demo is showcasing Smoothed Particle Hydrodynamics (SPH) fluid simulation in a basic environment.
However, the amount of options is appealing – you can choose from various scenes, change fluid parameters, add rigid bodies or more particles (up to 262 000), apply forces to the fluid, switch rendering modes – PhysX Fluid Simulation is a fully functional playground, more advanced than original PhysX Fluids demo from NVIDIA.
You can download PhysX Fluid Simulation v 1.2 from original thread.
Update: FluidMark 1.5.1 is available
- New: added two benchmark presets (1080 and 720).
Preset:1080: with this preset, the settings are the following:: 1920×1080 fullscreen, duration of 60 sec, 60000 particles, heavy additional graphics load and multithreaded PhysX synchronized on the rendering.
Preset:720: with this preset, the settings are the following: 1280×720 fullscreen, duration of 60 sec, 30000 particles, moderate additional graphics load and multithreaded PhysX synchronized on the rendering.
- New: PhysX built-in CPU multicore option added.
- New: score submission with oZone3D.Net account.
- Update: the additional graphics load option covers now the whole screen and not only the upper-right corner.
- Update: revamp of the main startup dialog box (now a bit simpler to use).
- Update: compiled with PhysX SDK 22.214.171.124.
- Bugfix: fixed a nasty deadlock that hung FluidMark sometimes at the end the tests.
You can download PhysX FluidMark 1.4.0 from Geeks3D.com.
We remind you, that in case if you want to use FluidMark 1.40 with Hybrid PhysX Mod, you need to delete/rename PhysXDevice.dll file in application folder, due to usage of driverless PhysX SDK 2.8.4.
Recently, we got a chance to lay our hands on a bunch of high-resolution, never-seen-before screenhots from Art Gallery demo – it was used by NVIDIA to demonstrate APEX Destruction capabilities at GDC 2011.
For you viewing pleasure.
Autodesk has uploaded several partner presentations from Unreal University event at MIGS 2011 (Montreal International Gaming Summit).
One particular session – “UDK Overview || Nvidia session” – is provided by NVIDIA, in which Johnny Costello, PhysX content engineer, gives overview of APEX Destruction module functionality and it’s usage inside UDK (starting from 30:00).
This session covers pretty basic Destruction authoring features (PhysXLab, slicing, depth settings, playground, exporting to UDK, etc) – so for those who is already familiar with APEX or previosly released tutorials (set #1, set #2), it won’t say anything new. However, it is worth watching for a beginner.
Note: one interesting feature was mentioned during the presentation – in near future Destruction module will support objects deformation through joints.
Earlier this year, Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA, has presented new universal solver that can be used simulate almost any kind of objects – rigid, plastic, cloth or soft body.
You can familiarize with this work via previously published research papers: Solid Simulation with Oriented Particles and Adding Physics to Animated Characters with Oriented Particles.
Today, interesting video was revealed – it is showcasing impressive 20x performance improvement for this type of simulation running on GPU through CUDA, in comparison to CPU execution (5 “Lionfish” objects on CPU vs 100 on GPU – in real-time).
Sometimes findings of PhysX Research team are incorporated in PhysX/APEX products, and sometimes, for various reasons, they just become a research paper or presentation. We hope that in case with solver there will be only one option – first one.