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Archive for May, 2012

PhysX System Software 9.12.0507

without comments

nvidia-physx

New PhysX System Software 9.12.0507 has appeared with leaked 302.71 Mobile GPU drivers.

Update: PSS 9.12.0604

Release Notes are unknown.

You can download PSS 9.12.0507 from our server (34 mb) or laptopvideo2go.com

Written by Zogrim

May 30th, 2012 at 7:09 pm

Posted in PhysX Drivers

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Passion Leads Army: DX 11 and GPU PhysX Benchmark

with 23 comments

Multiplayer online shooter “Passion Leads Army” (PLA), currently in development by Giant Interactive in cooperation with the Chinese military, was firstly showcased (as a real-time benchmark demo) during Jen-Hsun Huang Keynote at NVIDIA Gaming Festival.

Featuring full DX 11 support (for the first time – in Chinese game) and intense GPU PhysX effects, this UE3 based title has drawn much attention of the audience.

Now, public release of PLA Benchmark gives us the opportunity to try it out by ourselves.

Update: PLA Benchmark overview at GeForce.com

Following DX11 effects can be seen in the benchmark:

  • Tesselation.
  • Horizon-Based Ambient Occlusion (HBAO).
  • Bokeh-DOF effect.

As for GPU PhysX content, it includes:

  • GPU accelerated rigid bodies (destruction scenes).
  • APEX Particles effects (leafs, sparks, debris, dynamic fog).
  • Interactive and tearable PhysX cloth objects.

Read the rest of this entry »

Written by Zogrim

May 29th, 2012 at 1:37 am

Posted in PhysX Games

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Updated PhysXLab tool for APEX 1.1

with one comment

Updated 1.1 Beta 3 version of PhysXLab, authoring tool for APEX Destruction module, is now available.

Update: PhysXLab 1.1 Beta 4 is available

Update #2: PhysXLab 1.2 is out

PhysXLab 1.1 is compatible with APEX 1.1 release.

Release Notes

  • New Features
    • [Beta 4] “Simulation settings changed” indicator in playground
    • Ability to export “Do Not Fracture” chunks as a single ApexRenderMesh.
    • Mesh texture visualization while in cutout mode.
    • Option to make the playground mesh transparent, so that the bomb widget may be manipulated more easily.
    • PhysXLab project file icon association.
    • Tutorial links in documentation.
    • Instanced chunk highlight options available together.
    • Updated release notes.
    • US7706: Visualization to distinguish non-instanced and instanced (but with 0 offset) chunks.

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Written by Zogrim

May 16th, 2012 at 9:42 pm

Posted in PhysX Tools

Tagged with , ,

New 2.85 PhysX plug-in released with 3ds Max 2013 and APEX 1.2 support

with 6 comments

In pair with 2.72 plug-in, NVIDIA has presented new 2.85.0427 version of PhysX plug-in for 3ds Max 2013, 2012, 2011 and 2010, both 32-bit and 64-bit versions.

2.85 plug-in is roughly equivalent to MassFX 2013 in terms of features, except that it provides APEX Clothing support instead on mCloth simulation engine.

Update #2: updated 2.86.00806 plug-in for 3ds Max is up.

Update: new 2.86.00717 plug-in for 3ds Max (2010-2013) is released.

  • Support for APEX 1.2 – PhysX 3 cloth.
  • Simulation latency settings.
  • Other improvements and bug-fixes.

Plug-in is temporarily located at Developer Support Center.

Release Notes

  • General
    • General: Support for APEX 1.2 (however, PhysX 3 cloth is not yet functional)
    • General: Support for PhysX SDK 3.2 engine.
  • Read the rest of this entry »

Written by Zogrim

May 16th, 2012 at 8:01 pm

Posted in PhysX Tools

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2.72 PhysX plug-ins for 3ds Max and Maya available

with 5 comments

NVIDIA has released updated PhysX plug-ins of 2.7 branch – 2.72.0421 for 3ds Max (2012 - 2009) and 2.72.0511 for Maya (2013 – 2009).

nvidia-physx

Please Note: 3ds Max 2013 is supported only by 2.85 PhysX plug-in, due to significant compatibility changes in 3ds Max SDK.

Update: new 2.72.0601 plug-in for 3ds Max is now available. Plug-in is temporarily located at Developer Support Center.

2.72 PhysX plug-in for 3ds Max: Release Notes

  • APEX 1.1 update for LOD fixes.
  • APEX Clothing now exporting collision shapes once per asset instead of once per LOD.
  • APEX Clothing fix physical mesh visualization bug.
  • APEX Clothing Latch To Nearest system now only support 30 instead of 32 channels.
  • Fix crash when attempt to generate composite mesh on problematic geometry.
  • Removed friction max clamp on rigid body.
  • Fix RayFire bug – some convex fails to simulate.
  • Pop-up previewer fixes for textures usage crashes.

Read the rest of this entry »

Written by Zogrim

May 16th, 2012 at 8:00 pm

Posted in PhysX Tools

Tagged with , ,

PhysX SDK 3.2: final version is available

with 11 comments

After three rounds of beta testing, NVIDIA has finally released new PhysX SDK 3.2 for Windows, Linux, Mac OSX and Android platforms.

Update: PhysX SDK 3.2.1 is released

Update #2: PhysX SDK 3.2.2 is available

You can check full Release Notes here: PhysX SDK 3.2 Release Notes

Free binary versions of PhysX SDK 3.2 are available for download through Developer Support Center (our registration guide) or new PhysX Registered Developer Program.

Written by Zogrim

May 10th, 2012 at 12:27 pm

Posted in PhysX SDK

Tagged with ,

Echoes from the past: The PhysX of Switchball

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Switchball has a special place in a history of hardware PhysX acceleration, as it was one of the first games with support for Ageia PhysX cards (Switchball demo was included on a CD with PPUs, although the game itself was released later one, in 2007).

Following video, showcasing the physics of Switchball in action, was prepared by our fellow reader Andrew “MohawkADE” Elliott.

Being a physics based puzzle-platfromer title, Switchball was offering special puzzles using SPH fluid dynamics and cloth simulation exclusive for Ageia PPU owners (if PPU was not found in the system, such sequences were substituted with less advanced versions).

Written by Zogrim

May 1st, 2012 at 3:52 pm

Posted in PhysX Games

Tagged with , ,

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