Archive for March, 2013
The following demo is quite interesting – it is showcasing real-time particle simulation, using APEX Turbulence module and CryEngine from Crytek.
This one should be approached carefully: it is not the official feature of the CryEngine, more like a proof of concept of how APEX can be utilized in non-PhysX SDK based game engine.
Demo is using custom particle system (simplified version of the one from PhysX SDK) and Turbulence driven velocity fields to control particle motion. Interactions with level geometry and rigid body objects are also supported.
Such technology may offer some interesting new possibilities for GPU PhysX games.
Update: Real Time Dynamic Fracture explained.
Update #2: Introduction to Position Based Fluids.
This demo, showcased at GDC 2013, was used to demonstrate several new features, which will be included in future versions of PhysX SDK and APEX – rigid body simulation with real-time fracturing, improved SPH fluid solver and interaction between the two.
However, due to its simplified nature, PhysX 3 cloth solver is also missing some features, such as tearing, two-way interaction with rigid bodies and self-collision support.
As the first step, updated version of the clothing solver, which will be introduced in PhysX SDK 3.3 and APEX Clothing 1.3 module, will include new self-collision algorithm, that will allow cloth to behave more naturally and also improve formation of folds and wrinkles.
In addition to self-collision, improved cloth solver also supports inter-collision between multiple cloth actors (take that, 2.8 cloth !) for qualitative simulation of complex multi-layered clothing.
For a note, full-body clothing assets, presented in the video, contain roughly ~ 10 000 simulated cloth vertices each and are running on GPU in real-time.
Quite interesting technical demo video was revealed today by Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.
Update: Real Time Dynamic Fracture explained.
It is showcasing a further evolution of a dynamic real-time fracturing and GPU accelerated rigid body simulation algorithm, firstly presented at GDC 2012. As you may see, improved method works perfectly with complex arbitrary meshes, not just basic shapes.
A paper describing this technology, called “Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions”, will be available for public download later on, once it will be approved for SIGGRAPH.
Since 2012 version, Autodesk 3ds Max uses MassFX, PhysX SDK based simulation system, as default physics simulation solution.
New 3ds Max 2014 (and 3ds Max Design 2014) release adds a new MassFX mParticles module to a two existing ones, mRigids and mCloth. Also relaying on PhysX SDK engine, mParticles module is a powerfull and fully controllable particle simulation system.
Previously, mParticles module was know as standlone plug-in – Orbaz Particle Flow Tools: Box #2.
A quite interesting addition to Hawken, MMO mech shooter with GPU PhysX support, was demonstrated by NVIDIA booth PAX East 2013. We are talking about one of the most exciting physics features – fully destructible environment.
Update: all the new features are promised to be included in a patch, coming out in April.
Update #2: GeForce.com article – Hawken Destructible Map Demoed & Detailed
A special level, consisting of APEX Destruction assets such as destructible building and barriers, was showcased as proof of concept illustrating how destruction will work, when it will be eventually added to Hawken.
Official features are listed as follows:
To reinforce the official release of GPU PhysX effects in PlanetSide 2, free-2-play MMO shooter, NVIDIA has revealed the official trailer to demonstrate how extra Particles and Turbulence effects can enhance the visual look of the game.
What is interesting in case of PlanetSide, is the fact that all the extra PhysX effects are GPU exclusive – there is no CPU backend even for regular impact particles. According to one of our sources, it was a deliberate developer’s decision, directed by technical requirements to save CPU cycles for gameplay physics and game logic, not some kind of “marketing trick”.
Update: some extra details coming on this topic, stay tuned.
Be sure to check back on PhysXInfo.com later on for our own comparison video and PhysX Review.
Very similar to Hawken, GPU PhysX support in another free-2-play MMO title, PlanetSide 2, has a multi-staged history – basic integration in Closed Beta, unfulfilled promises after the release, unofficial way to enable the effects later on.
Update: official PhysX trailer by NVIDIA
And now, finally, we are glad to inform you that GPU Physics option can now be officially enabled in PlanetSide 2.
PlanetSide 2 is build on a brand new ForgeLight engine from SOE, which features a two layers of PhysX and APEX integrations – a basic CPU physics layer, based on PhysX SDK 3.2, which power all the collision and hit detection, character controllers and vehicle physics, and also an extra GPU accelerated physics effects layer, which is working working on APEX Particles and APEX Turbulence modules.
GPU PhysX effects, present in PlanetSide 2, can be devided into two categories – various types of impact debris effects (sparks, rock pieces, metal chards, wood splinters, etc) and Turbulence particles, applied to objects such as jump-pads, grav-elevators, healing grenades, teleporters and so on.
All the effects are done really well, from both artistical and technical standpoint, and also present a dramatic enhancement to the visual look of the game. PlanetSide 2 is a must-play, or at least must-see, for every user interested in PhysX Technology.
Head on over to the PlanetSide 2.com to enlist, and if you are interested in technical details behind PhysX effects, don’t forget to check “Maximizing PhysX-based particle effects in Planetside 2” article on NVIDIA Developer Zone.
We haven’t heard anything about GPU PhysX support in Metro: Last Light, sequel to the critically acclaimed Metro 2033 title from 4A Games, for so long, that we were actually started to thing that it was lost somewhere on the way.
Update: Metro Last Light – GPU PhysX effects explored
However, a recent Metro hand-on video by PCGamesHardware finally sheds the light on this burning question – Metro: Last Light will have support for extra PhysX effects, called here “Advanced PhysX“, just as in the previous game.
Now one can only guess, what kind of the additional PhysX content Last Light will be able to offer us this time – the original Metro 2033 title included only shallow particle and smoke effects.
Metro: Last Light will be landing on the shelves on May 14 in US and May 17 in Europe.
If you are following our news line closely, the fact that Warframe will support GPU PhysX will not be a surprise for you – we have already wrote an article about the status of PhysX SDK and APEX integration in this upcoming MMO-cooperative shooter from Digital Extremes.
Now, the official announcement and comparison video from NVIDIA are about to bring this title to the broader audience.
Powered by Digital Extremes’ own Evolution Engine, Warframe not only uses PhysX SDK 3.2 for collision detection, rigid body physics and ragdolls, but also includes extra PhysX effects through APEX Particles 1.2 and APEX Turbulence 1.2 modules.