Archive for November, 2013
As promised earlier, PC version of Call of Duty: Ghosts title was recently patched to include a set of GPU accelerated physics effects.
Update: Dynamic Fur – technology overview and comparison video
New NVIDIA’s dynamic hair and fur simulation technology is making a debut in this game. It allows to realistically render and simulate multiple strands of fur on animals characters such as Riley the Dog.
In addition to the nice look (especially in motion), Dynamic Fur feature is utilizing DX Compute, according to the information we have recieved, and thus should be available to AMD users as well.
According to the “Graphics & Performance Guide” article, published at GeForce.com, upcoming PC version of the Assassin’s Creed IV: Black Flag title will not only feature graphics enhancements such as HBAO+ , TXAA anti-aliasing or improved shadows, but also include GPU accelerated PhysX effects in a form of APEX Turbulence based smoke and steam.
If you played Batman: Arkham Origins, or checked out our “Batman: Arkham Origins Graphics & Performance Guide”, you’ll have seen the game-changing benefits our new GPU-accelerated PhysX APEX Particle system brought to the Batman prequel. In the not too distant future, an Assassin’s Creed IV: Black Flag game update will introduce APEX Particles that are manipulated by external forces such as gravity, wind, character movement, and explosions, courtesy of the APEX Turbulence system.
As in Batman: Arkham Origins, Assassin’s Creed IV’s APEX Particles will be further enhanced by the addition of Particle Shadow Mapping (PSM), which enables select particle effects to cast shadows, and self-shadow one another. This is particularly beneficial for thick, heavy smoke effects, such as Kenway’s smoke bomb, instantly emphasizing the density of the effect to the viewer, further increasing image quality.
However, one may notice that Turbulence effects won’t be avaialble at launch, but added later on in a patch.
About a month ago, NVIDIA has revealed a new unified GPU accelerated physics framework – NVIDIA FLEX – at “The Way It’s Meant To Be Played” press event in Montreal.
Today, Miles Macklin, physics programmer at NVIDIA and lead-developer of the FLEX system, has joined us to share first-hand details about this exciting technology.
PhysXInfo.com: So what is the NVIDIA FLEX exactly ? What are the main features of FLEX ?
Miles Macklin: FLEX is a multi-physics solver for visual effects.
It grew out of the work I did on Position Based Fluids, which was later extended to support two-way coupling between liquids and different object types such as clothing and rigid bodies.
The feature set is largely inspired by tools like Maya’s nCloth and Softimage’s Lagoa. The goal is to bring the capabilities of these off-line applications to real-time games.