Archive for August, 2012
One hour long video of Borderlands 2 co-op gameplay was revealed by Gamespot, with commentaries by Randy Pitchford, President of Gearbox Software.
Gameplay was recorded on PC platform, with all the GPU PhysX effects and eyecandy enabled.
If previous PhysX trailer has not given you an idea about level of PhysX support in this game, maybe this video will.
New GPU PhysX trailer for Borderlands 2 title from Gearbox was revealed today, showcasing hardware accelerated physics effects which will be added to PC version of the game.
Update: one hour gameplay video with PhysX effects
Few months ago, several cam footages of first PhysX trailer were uploaded to YouTube, but following demonstration is significantly better – longer, smoother, more detailed, in full HD glory, without tremble and background noise.
So far, hardware accelerated effects will include SPH fluid simulation and rendering (with different behaviour – water, acid, blood, etc), tearable cloth, advanced forcefields manipulation and enhanced weapon effects (impact debris, volumetric smoke, additional particles from explosions).
From technical standpoint, physics in the game will be based on PhysX SDK 2.8.4 and APEX 1.x (may be subject to change).
New DCC PhysX plug-ins for 3ds Max (2.86.00806) and Maya (2.86.00820) are finishing the line of updated content creation tools, accompanying the APEX 1.2 release.
Update: 2.87 PhysX plug-in are released
One of the most import features of this new plug-ins is the introduction of the authoring pipeline for new PhysX 3 clothing solver (more details in our APEX 1.2 overview and this SIGGRAPH presentation), however, other improvements are present as well.
|2.86.00806 PhysX plug-in for 3ds Max: Release Notes|
3ds max plug-in is supporting both new embedded clothing solver (PhysX 3.x) and old 2.8.4 cloth – one can switch between the two using [PhysX Tools] > [Engine] > [Use PhysX engine] option.
Although basic principles of clothing authoring between two solvers are the same (painting cloth constraints and attributes, setting ragdoll skeleton, etc), lesser details and settings are quite different.
We are expecting updated tutorials on PhysX 3 clothing authoring process to be revealed soon.
(click on the picture to enlarge)
Please note that destructible assets, created with PhysXLab 1.2, won’t be recognized by current UE3/UDK builds. Use 1.1 version instead.
Update: PhysXLab 1.2.1 is released.
Voronoi fracturing mode.
Being 3rd fracturing algorithm in PhysXLab, new Voronoi mode allows artist to devide objects into simplistic convex pieces.
Since convex physical meshes are natively supported in PhysX SDK, Voronoi fracturing results in less interpenetrations between chunks and, thus, more stable simulation.
So far, settings for this mode are very basic. One can only change number of chunks to be generated (from 2 to 1000) and variate their distribution with “random seed” option. Hierarchical Voronoi fracturing is not supported as well.
New release of NVIDIA APEX framework is now available for public download.
Update: APEX SDK 1.2.1 is released
Update #2: APEX SDK 1.3 is available
This release includes several major features, like PhysX SDK 3 support and new modules – APEX Turbulence and APEX ForceField.
If you are experiencing troubles with registration, please refer to our updated guide.
Although APEX 1.2 is the first APEX release to feature PhysX 3 support (SDK 3.2 specifically), standalone variant, compatible with SDK 2.8.4, is also available for developers who haven’t upgraded their physics integration to a new engine, but still want to take advantage of the new capabilities of APEX 1.2.
Addition of SDK 3.2 support is distinctive feature of this release, which not only allows developers utilizing the PhysX 3 engine to implement APEX in their games, but also brings all the advancements present in 3.x branch of PhysX SDK.
However, currently there is feature parity for core APEX functionality between the 2.8.4 and 3.2 ports, for most part.
Updated APEX SDK 1.2.1, which will add several missing features, like GPU Rigid Bodies support for 3.x branch, will be available shortly.
While inspecting the PC version of Hitman: Sniper Challenge demo, recently released as bonus to Hitman: Absolution pre-order, we have spotted interesting detail – this demo is utilizing PhysX SDK 2.8.4 engine for physics calculations.
Since Sniper Challenge is based on same new “Glacier 2” engine, developed by IO Interactive, it is safe to assume that Hitman: Absolution (and other future games on this engine) will be also using PhysX SDK.
PhysX is responcible for rigid body physics, character controller and collision detection, while cloth simulation is powered by CloakWorks Shroud engine.
However, we do not have any official or unofficial information regarding GPU PhysX support in Hitman: Absolution – most likely, it will feature only CPU based physics.
As interesting note, latest games by IO Interactive – Kane & Lynch: Dead Men and Kane & Lynch 2: Dog Days – were using Havok physics solution.
Another thematic video guide from Andrew “MohawkADE” Elliott, explaining how to add missing physics demos (older from Ageia and newer from NVIDIA) to PhysX Control Panel.
Please note that following guide is only valid for Ageia PhysX PPU owners.
You can find written tutorial on our forums.
- How to restore Ageia PPU support with latest NVIDIA Drivers: Video Guide
- Ageia PhysX Cards: are they still worth it ?