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Archive for 2012

MassFX: what is coming in future versions of 3ds Max

with 4 comments

As always at the beginning of the year, Ken Pimentel (Director of Visual Communication Solutions within Autodesk) has revealed some details about new features and capabilities of upcoming versions of 3ds Max.

Few words were said about MassFX - PhysX SDK based physics simulation solution, introduced in 3ds Max 2012.

We introduced MassFX and mRigids (based on PhysX and our partnership with Nvidia) in 3ds Max 2012. It was a start on our march to a more unified dynamics experience. We’ve continued that effort with Nvidia and we think you’ll be pretty pleased with the results in general. We’re not done, but definite progress in the right direction, we hope you’re pleased with it.

“Results” will include, at least, the addition of mCloth module for cloth simulation (as revealed at SIGGRAPH 11) and forcefields functionality through standart Force objects (as you can notice from a “teaser” video below).

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Written by Zogrim

February 7th, 2012 at 12:17 pm

OpenC1 project returns: version 1.4 is up

without comments

After year of silence, OpenC1 project (previously known as OpenCarmageddon) – fan-made remake of classic Carmageddon racing game -  returns in a form of new and stable version 1.4.

OpenC1 utilizes XNA for graphics and PhysX SDK as physics engine. It implements almost all features of the original game (vehicles, tracks, vehicle damage and car deformations, pedestrians, AI and opponents, checkpoints, UI, etc) and can use data files (car models, levels, textures, sounds) from Carmageddon title and Splatpack add-on.

In comparison to 1.3.1 version, usability has been improved greatly – OpenC1 can now automatically download free content from Camageddon and Splatpack demos, it also includes data management functionality and is far more stable.

All you need is to download archive with 1.4 version from OpenC1 project page or our server (virustotal report), extract it, install latest PhysX System Software, XNA Framework 3.0 and run the OpenC1.exe file.

Written by Zogrim

February 1st, 2012 at 11:43 pm

Posted in PhysX Games

Tagged with , ,

PhysX System Software 9.11.1111

with 8 comments

nvidia-physx

New version of PhysX System Software is available. It contains bug fixes for recently released GPU PhysX games and provides support for 6xx GPUs.

Update: 295.51 Beta GPU drivers also include new PSS 9.12.0203. You can download it from our server (virustotal report).

Update #2: Official PSS 9.12.0213 is available

  • Includes the latest PhysX runtime builds to support all released PhysX content.
  • Changes & fixed issues in this release
    • Fixed a bug that caused cloth (paper) to jitter in Batman Arkham City.
    • Updated SDKs for Alice 2 and other 2.8.4 applications.
  • Supports NVIDIA PhysX acceleration on all GeForce 8-series, 9-series, 100-series, 200-series, 300-series, 400-series, 500-series, and 600-series GPUs with a minimum of 256MB dedicated graphics memory.

You can download PhysX System Software 9.11.1111 from NVIDIA website.

Written by Zogrim

January 31st, 2012 at 8:11 pm

Posted in PhysX Drivers

Tagged with

Investigation: boosting fps in Batman: Arkham City with APEX .dlls from Mafia II

with one comment

Today we have stumbled upon following article (and related post), that is promising huge framerate boost in Batman: Arkham City with GPU PhysX effects enabled by replacing certain APEX .dll file with same .dll, but from Mafia II title (which is also featuring APEX based GPU PhysX effects). We decided to perform a little research on this effect:

Author of this method is suggesting to replace original file APEX_Clothing_x86.dll, located in Batman: AC folder, with renamed APEX Clothing.dll from Mafia II installation. Both those libraries are used by APEX Clothing module (and are responcible for cloth and clothing simulation), but have different version – Batman’s .dll is related to APEX 1.1 and the one from Mafia II – APEX 1.0.

Thus, with APEX 1.0 library cloth assets in Batman are not recognized and not simulated – they are simply appearing on level in frozen state, hovering above the ground (like carpets and posters on a screenshot below).

Disabled cloth simulation is giving you desired fps boost, but you can achieve same effect by setting “Hardware Accelerated PhysX” option to “Normal” – this will switch off all cloth and clothing simulation, leaving only particle PhysX effects, without necessity to mess up the .dlls.

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Written by Zogrim

January 3rd, 2012 at 2:11 am

Posted in PhysX Games

Tagged with ,

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