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	<title>PhysXInfo.com - PhysX News</title>
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		<title>Nvidia: we would not cash somebody in for using PhysX</title>
		<link>http://physxinfo.com/news/2315/nvidia-we-wouldnt-cash-somebody-in-for-using-physx/</link>
		<comments>http://physxinfo.com/news/2315/nvidia-we-wouldnt-cash-somebody-in-for-using-physx/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 18:55:45 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2315</guid>
		<description><![CDATA[
In recent interview to Xbit Labs, Ashutosh Rege, the worldwide director of developer technology at Nvidia, denies accusations of bribing game developers for implementation of  GPU PhysX, stated by AMD.
Such claims were given by Richard Huddy, AMD’s senior manager of developer relations, in his interview to THINQ.co.uk website:

“What I’ve seen with physics, or PhysX [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="nob size-medium wp-image-333 aligncenter" title="Nvidia_logo" src="http://physxinfo.com/news/wp-content/uploads/2009/09/Nvidia_logo-300x233.jpg" alt="" width="163" height="128" /></p>
<p style="text-align: justify;">In recent interview to Xbit Labs, <strong>Ashutosh Rege</strong>, the worldwide director of developer technology at Nvidia, denies accusations of bribing game developers for implementation of  <strong>GPU PhysX</strong>, stated by AMD.</p>
<p style="text-align: justify;">Such claims were given by <strong>Richard Huddy</strong>, AMD’s senior manager of developer relations, in <a href="http://www.thinq.co.uk/news/2010/3/8/amd-game-devs-only-use-physx-for-the-cash/" target="_blank">his interview to THINQ.co.uk</a> website:</p>
<blockquote>
<p style="text-align: justify;">“What I’ve seen with physics, or <strong>PhysX</strong> rather, is that Nvidia create a  marketing deal with a title, and then as part of that marketing deal,  they have the right to go in and implement <strong>PhysX</strong> in the game.”</p>
</blockquote>
<p style="text-align: justify;">Following responce from Nvidia <strong>Ashutosh Rege</strong></p>
<blockquote>
<p style="text-align: justify;">&#8220;There could be no deal under which we would cash somebody in for using <strong> PhysX</strong>&#8220;</p>
<p style="text-align: justify;">&#8220;What we do when we add <strong>GPU PhysX</strong> engagement with the developer is that  in no shape or form we do anything harmful for the rest of the  platforms, those that do not support <strong>GPU PhysX</strong>. It is just an additive  value to our GeForce customers and eventually it boosts game experience  on the PC&#8221;</p>
</blockquote>
<p>Source: <a href="http://www.xbitlabs.com/news/multimedia/display/20100311101148_Nvidia_Denies_Bribing_Game_Developers_for_Implementation_of_PhysX.html" target="_blank">Xbitlabs.com</a></p>
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		<item>
		<title>AMD and PhysX: History of the Problem</title>
		<link>http://physxinfo.com/news/2279/amd-and-physx-history-of-the-problem/</link>
		<comments>http://physxinfo.com/news/2279/amd-and-physx-history-of-the-problem/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 17:59:03 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Ageia PPU]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2279</guid>
		<description><![CDATA[Recent provoking claims by AMD regarding GPU PhysX and all hype around Open Physics Initiative are causing me some Deja Vu feeling.
Why ? Because, actually, hardware accelerated PhysX was criticized by AMD/ATI throughout it&#8217;s lifespan (more or less). Let&#8217;s take a retrospective look at escalation of the conflict:
In June 2006, just after Ageia PPU launch, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.xbitlabs.com/news/multimedia/display/20100119134616_AMD_Accuses_Nvidia_of_Disabling_Multi_Core_CPU_Support_in_PhysX_API.html" target="_blank">Recent</a> <a href="http://www.fudzilla.com/content/view/18009/1/" target="_blank">provoking</a> claims by <strong>AMD</strong> regarding GPU PhysX and all hype around <a href="http://www.thinq.co.uk/features/2010/3/8/amd-gives-away-gpu-physics-tools/" target="_blank">Open Physics Initiative</a> are causing me some <strong>Deja Vu feeling</strong>.</p>
<p style="text-align: justify;">Why ? Because, actually, <strong>hardware accelerated PhysX was criticized by AMD/ATI throughout it&#8217;s lifespan</strong> (more or less). Let&#8217;s take a retrospective look at escalation of the conflict:</p>
<p style="text-align: justify;">In June 2006, just after Ageia PPU launch, <strong>ATI</strong> unveils their GPU physics processing conception called &#8220;<a href="http://uk.pc.gamespy.com/articles/711/711520p1.html" target="_blank">Boundless Gaming</a>&#8221; (also known as <a href="http://ati.amd.com/technology/crossfire/physics/Asymmetric_Physics_Processing_with_ATI_CrossFire.pdf" target="_blank">Asymmetric Physics Processing</a>) based on <strong>Havok FX</strong> engine (technology was supported by Nvidia as well).</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2284" title="ATI_Havok_FX2" src="http://physxinfo.com/news/wp-content/uploads/2010/03/ATI_Havok_FX2.jpg" alt="" width="550" height="321" /></p>
<p style="text-align: justify;">X1900 XT GPU <a href="http://www.hardocp.com/article/2006/06/05/ati_takes_on_physics/" target="_blank">was promised</a> to deliver <strong>over 9x</strong> performance of a PhysX PPU card and games augmented with <strong>Havok FX</strong> physics were supposed to come out in 2007.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2295" title="physx_01" src="http://physxinfo.com/news/wp-content/uploads/2010/03/physx_01.jpg" alt="" width="437" height="318" /></p>
<p style="text-align: justify;">Result ? <strong>Havok FX</strong> died with <a href="http://www.dailytech.com/Havok+Causes+Havoc+in+GPU+Physics/article9748.htm" target="_blank">Intel aquisition</a> of Havok company, <strong>no games</strong> were released, <strong>16 titles</strong> with Ageia PPU support from hardware PhysX side.</p>
<p><span id="more-2279"></span></p>
<p style="text-align: justify;">To be honest, <strong>AMD</strong> was threating PhysX enough politely those times, even considering to <a href="http://www.engadget.com/2007/11/21/amd-tosses-around-the-idea-of-acquiring-ageia/" target="_blank">buy whole Ageia</a> company:</p>
<blockquote>
<p style="text-align: justify;"><strong>Richard Huddy</strong> saying, &#8220;we&#8217;ve had that discussion, yes. It&#8217;s a discussion  that goes round every three months – someone turns to me and says &#8220;why  don&#8217;t we buy Ageia?&#8221;</p>
</blockquote>
<p style="text-align: justify;">Things started to get worse when Nvidia <a href="http://www.nvidia.com/object/io_1202161567170.html" target="_blank">bought Ageia</a> with all patents, personell, software and hardware developments. <strong>GPU PhysX</strong> was <a href="http://www.bit-tech.net/news/hardware/2008/12/11/amd-exec-says-physx-will-die/1" target="_blank">buried alive</a> by AMD beforehand</p>
<blockquote>
<p style="text-align: justify;">&#8220;There is no plan for closed and proprietary standards like PhysX,&#8221; <a href="http://www.bit-tech.net/news/2008/12/08/ea-and-2k-games-license-nvidia-physx-technology/1"></a>said [Godfrey] Cheng &#8220;As we have emphasized with our support for OpenCL and DX11,  closed and proprietary standards <strong>will die</strong>.&#8221;</p>
</blockquote>
<p style="text-align: justify;">To support its position, AMD comes to <strong>GDC 2009</strong> with <a href="http://techreport.com/discussions.x/16640" target="_blank">GPU accelerated Havok</a> demonstrations, this time with promises to port it to OpenCL platform.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2298" title="AMD_game_physics_strategy_2009" src="http://physxinfo.com/news/wp-content/uploads/2010/03/AMD_game_physics_strategy_2009.jpg" alt="" width="550" height="406" /></p>
<p style="text-align: justify;">Result ? <strong>7</strong> complitely new titles with <strong>GPU PhysX</strong> support <a href="http://physxinfo.com/news/1315/physx-2009-year-in-review/" target="_blank">in 2009</a>, <strong>no games </strong>with OpenCL Havok, but &#8220;<a href="http://www.xbitlabs.com/news/video/display/20091001171332_AMD_Nvidia_PhysX_Will_Be_Irrelevant.html" target="_blank">PhysX will become irrelevant</a>&#8221; claims again and hollow &#8220;Accelerated physics processing&#8221; label to HD4xxx GPU series <a href="http://www.amd.com/us/products/desktop/graphics/ati-radeon-hd-4000/hd-4870/Pages/ati-radeon-hd-4870-specifications.aspx" target="_blank">feature set</a>.</p>
<p style="text-align: justify;">Meanwhile, whole year passed since than, and now new <strong>Open Physics</strong> strategy is on the <strong>GDC 2010</strong> scene, accompanied by more intensive <a href="http://www.xbitlabs.com/news/multimedia/display/20100308225832_ATI_Nvidia_Bribes_Game_Developers_to_Promote_PhysX.html" target="_blank">GPU PhysX abuse</a></p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2302" title="AMD_game_physics_strategy_2010" src="http://physxinfo.com/news/wp-content/uploads/2010/03/AMD_game_physics_strategy_2010.jpg" alt="" width="630" height="354" /></p>
<p style="text-align: justify;">And where is <strong>GPU Havok</strong> now ?! Following <strong>Havok FX</strong> in it&#8217;s way to oblivion, I guess.</p>
<p style="text-align: justify;">So, why do you think, readers &#8211; will this hardware accelerated <strong>Bullet &amp; DMM</strong> duet took up this time, or it&#8217;ll end like other AMD&#8217;s attempts to settle on GPU physics field for past 4 years ? Are they really planning to bring peace and unity to developers absolutely disinterestedly, while Nvidia is using GPU PhysX to make money ?</p>
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		<title>Autodesk MotionBuilder 2011 comes with Nvidia PhysX plug-in</title>
		<link>http://physxinfo.com/news/2268/autodesk-motionbuilder-2011-comes-with-nvidia-physx-plug-in/</link>
		<comments>http://physxinfo.com/news/2268/autodesk-motionbuilder-2011-comes-with-nvidia-physx-plug-in/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 11:50:15 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[plug-in]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2268</guid>
		<description><![CDATA[It seems that next &#8220;2011&#8243; product line from Autodesk will rely on PhysX SDK in more intensive manner than before. We already wrote about updated PhysX solver in Softimage 2011, and now PhysX plug-in integration is listed in new features set for Autodesk MotionBuilder 2011, character animation software package.

Rigid-body and ragdoll simulations can now be [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">It seems that next &#8220;2011&#8243; product line from <strong>Autodesk</strong> will rely on PhysX SDK in more intensive manner than before. We already wrote about <a href="http://physxinfo.com/news/2259/autodesk-softimage-2011-adds-physx-2-8-3-integration/" target="_blank">updated PhysX solver</a> in <strong>Softimage 2011</strong>, and now PhysX plug-in integration is listed in <a href="http://area.autodesk.com/motionbuilder2011/" target="_blank">new features set</a> for <strong>Autodesk MotionBuilder 2011</strong>, character animation software package.</p>
<blockquote>
<p style="text-align: justify;">Rigid-body and ragdoll simulations can now be calculated using the Nvidia PhysX plug-in, a feature of particular benefit to games customers using the PhysX middleware.</p>
</blockquote>
<p><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/motionbuiler_2011_physx.jpg"><img class="size-large wp-image-2269 aligncenter" title="motionbuiler_2011_physx" src="http://physxinfo.com/news/wp-content/uploads/2010/03/motionbuiler_2011_physx-1024x640.jpg" alt="" width="502" height="314" /></a></p>
<p style="text-align: justify;">As you may notice on the screenshot, <strong>PhysX SDK 2.8.3</strong> is used for the integration, and apart from rigid body solver plug-in provides <strong>cloth simulation</strong> features.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Autodesk Softimage 2011 adds PhysX 2.8.3. integration</title>
		<link>http://physxinfo.com/news/2259/autodesk-softimage-2011-adds-physx-2-8-3-integration/</link>
		<comments>http://physxinfo.com/news/2259/autodesk-softimage-2011-adds-physx-2-8-3-integration/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 00:09:43 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2259</guid>
		<description><![CDATA[
Autodesk Softimage is well known 3D modeling, animation, rendering, and compositing solution. Rigid body physics system in Softimage has moved to PhysX SDK with version 5.0, and old physics core wasn&#8217;t upgraded since than.  However, according to latest press-release, upcoming Softimage 2011 will finally include updated PhysX components

PhysX 2.8.3 — Helps artists create meshless deformations [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="alignnone size-full wp-image-2262" title="autodesk_softimage" src="http://physxinfo.com/news/wp-content/uploads/2010/03/autodesk_softimage.jpg" alt="" width="550" height="234" /></p>
<p style="text-align: justify;"><a href="http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&amp;id=13571168" target="_blank">Autodesk Softimage</a> is well known 3D modeling, animation, rendering, and compositing solution. Rigid body physics system in Softimage has moved to <strong>PhysX SDK</strong> with version 5.0, and old physics core wasn&#8217;t upgraded since than.  However, according to latest <a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20100309005478&amp;newsLang=en" target="_blank">press-release</a>, upcoming <strong>Softimage 2011</strong> will finally include updated PhysX components</p>
<blockquote>
<p style="text-align: justify;"><strong>PhysX 2.8.3</strong> — Helps artists create meshless deformations in ICE with the latest NVIDIA PhysX rigid body library. Provides new support for springs and dampers. New library also offers accelerated performance when using the optional addition of an NVIDIA CUDA enabled graphics processing unit (GPU).</p>
</blockquote>
<p style="text-align: justify;">Interesting detail &#8211; since hardware acceleration support is promised with clear definition of <strong>PhysX SDK</strong> as &#8220;rigid body&#8221; solution, it seems that <strong>GPU rigid body</strong> solver is going to be used.</p>
<p style="text-align: justify;"><strong>Update:</strong> confirmed via <a href="http://softimage.wiki.softimage.com/index.php/Autodesk_Softimage_2011" target="_blank">Softimage wiki</a> &#8211; &#8220;Support for <strong>CUDA acceleration</strong> for PhysX Rigid Body Dynamics (including ICE)&#8221;</p>
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		<title>Dark Void: PhysX System Software patch</title>
		<link>http://physxinfo.com/news/2251/dark-void-physx-system-software-patch/</link>
		<comments>http://physxinfo.com/news/2251/dark-void-physx-system-software-patch/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 21:48:43 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Dark Void]]></category>
		<category><![CDATA[Patch]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2251</guid>
		<description><![CDATA[Small patch for Dark Void title emerges today &#8211; it&#8217;s purpose is to resolve issues with PhysX mini-driver, called &#8220;Game System Installer&#8221;, which was able to corrupt existing PhysX System Software installation (my personal experience), and cause other problems.
From nzone.com:

An earlier version of PhysX System Installer, called &#8220;Game System Installer&#8221;, was inadvertently provided and subsequently [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_2257" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-2257   " title="dark-void_12" src="http://physxinfo.com/news/wp-content/uploads/2010/03/dark-void_12.jpg" alt="" width="500" height="240" /><p class="wp-caption-text">You see ? Only two months passed and I was able to fix it</p></div>
<p>Small patch for <a href="http://physxinfo.com/news/1689/gpu-physx-in-dark-void-comparison-video/" target="_blank">Dark Void</a> title emerges today &#8211; it&#8217;s purpose is to resolve issues with PhysX mini-driver, called &#8220;Game System Installer&#8221;, which was able to corrupt existing PhysX System Software installation (my personal experience), and cause other problems.</p>
<p>From <a href="http://www.nzone.com/object/nzone_darkvoid_downloads.html" target="_blank">nzone.com</a>:</p>
<blockquote>
<p style="text-align: justify;">An earlier version of PhysX System Installer, called &#8220;Game System Installer&#8221;, was inadvertently provided and subsequently incorporated into the released version of <strong>Dark Void</strong> for PC. This version is not compatible with some accelerated PhysX configurations and features, most notably the ability to turn on the medium and high PhysX setting within the game.</p>
<p style="text-align: justify;">Please use the new PhysX System Installer patch below which will automatically cleanup and update the PhysX subsystem to resolve this issue.</p>
</blockquote>
<p>You can download PhysX System Software patch <a href="http://developer.download.nvidia.com/PhysX/DarkVoidPhysXSS_patch.exe" target="_blank">here</a> (36 mb)</p>
<p style="text-align: justify;">Please note, retail version of <strong>Dark Void</strong> requires <a href="http://physxinfo.com/news/1727/dark-void-benchmark-and-physx-patch-available/" target="_blank">main PhysX patch</a> to be applied firstly.</p>
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		<item>
		<title>Pre-GDC 2010: PhysX demonstrations overview</title>
		<link>http://physxinfo.com/news/2244/pre-gdc-2010-physx-demonstrations-overview/</link>
		<comments>http://physxinfo.com/news/2244/pre-gdc-2010-physx-demonstrations-overview/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 12:51:04 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[GDC 2010]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2244</guid>
		<description><![CDATA[GDC 2010 (Game Developer Conference) is just about to start, and is going to be rich on PhysX related content this year. Apart from session on APEX Clothing integration with EvE Incarna we mentined previously, featured talks will include &#8220;Authoring Physically Simulated Destruction with NVIDIA APEX&#8221; and &#8220;Taking Fluid Simulation Out of the Box: Particle [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://gdconf.com/" target="_blank">GDC 2010</a> (Game Developer Conference) is just about to start, and is going to be rich on <strong>PhysX</strong> related content this year. Apart from session on <a href="http://physxinfo.com/news/1926/eve-online-incarna-will-use-apex-clothing/" target="_blank">APEX Clothing integration with EvE Incarna</a> we mentined previously, featured talks will include &#8220;<a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10662" target="_blank">Authoring Physically Simulated Destruction with NVIDIA APEX</a>&#8221; and &#8220;<a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10577" target="_blank">Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void</a>&#8220;.</p>
<p style="text-align: justify;">You can read session descriptions via provided links, but actually not only this has catched my eye. <a href="http://developer.nvidia.com/object/gdc-2010.html" target="_blank">Nvidia GDC 2010</a> page was updated with schedule of presentations, that are going to be demonstrated at Nvidia <strong>booth #1702</strong> at March 12-13</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2245" title="game_techno_theather" src="http://physxinfo.com/news/wp-content/uploads/2010/03/game_techno_theather.jpg" alt="" width="600" height="104" /></p>
<p style="text-align: justify;">Those include such intriguing topics like:</p>
<p style="text-align: justify;"><strong>Unity for Engineers</strong> &#8211; are they planning to demonstrate update physics system in <a href="http://physxinfo.com/news/2232/unity-3-0-engine-will-include-updated-physx-core/" target="_blank">Unity 3.0</a> ?</p>
<p style="text-align: justify;"><strong>Authoring Runtime Animation with NaturalMotion Morpheme 2.3</strong> &#8211; I&#8217;ve heard that Morpheme is going to be integrated with APEX Clothing, is that it ?</p>
<p style="text-align: justify;"><strong>Softimage 2011 Enhanced with PhysX</strong> &#8211; next version of Softimage will include updated PhysX SDK integration ?</p>
<p style="text-align: justify;"><strong>Streamlining PhysX Content in Max</strong> &#8211; is it related to rumored new physics system in XBR ?</p>
<p style="text-align: justify;">Sadly I can&#8217;t visit GDC myself, but I&#8217;ll try to provide you with any open or insider information I&#8217;ll be able to gather <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Unity 3.0 engine will include updated PhysX core</title>
		<link>http://physxinfo.com/news/2232/unity-3-0-engine-will-include-updated-physx-core/</link>
		<comments>http://physxinfo.com/news/2232/unity-3-0-engine-will-include-updated-physx-core/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 11:45:12 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2232</guid>
		<description><![CDATA[UNITY is popular multiplatform development tool, used in many titles, from numerous iPhone games to major one like Interstellar Marines.

Internal physics system in Unity is using custom driverless version PhysX SDK &#8211; unfortunately, since main SDK core is very old (2.5, afair), it&#8217;s missing not only recent updates and bugfixes, but some features like fluids, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://unity3d.com/">UNITY</a> is popular multiplatform development tool, used in <a href="http://unity3d.com/gallery/game-list/" target="_blank">many titles</a>, from numerous iPhone games to major one like <a href="http://www.interstellarmarines.com/" target="_blank">Interstellar Marines</a>.</p>
<p style="text-align: center;"><img class="nob size-full wp-image-2239 aligncenter" title="Unity_logo" src="http://physxinfo.com/news/wp-content/uploads/2010/03/Unity_logo.jpg" alt="" width="210" height="78" /></p>
<p style="text-align: justify;">Internal physics system in Unity <a href="http://unity3d.com/unity/features/physics" target="_blank">is using</a> custom driverless version <strong>PhysX SDK</strong> &#8211; unfortunately, since main SDK core is very old (2.5, afair), it&#8217;s missing not only recent updates and bugfixes, but some features like fluids, cloth, forcefields and even GPU-acceleration. While Unity Technologies were keeping PhysX un-updated for years in a matter of &#8220;combability&#8221;, such renovation was actually needed <a href="http://feedback.unity3d.com/forums/15792-unity/suggestions/163422-physics-upgrade-physx" target="_blank">by developers</a>.</p>
<p style="text-align: justify;">And, finally &#8211; <a href="http://www.marketwire.com/press-release/Unity-Technologies-Unveils-Third-Generation-of-Its-Powerful-Development-Platform-1128176.htm" target="_blank">recent announce</a> of long awaited <strong>Unity 3.0</strong> engine promises not only iPad and Ps3 platforms support, deferred render, built-in lightmapping system and unified editors, but &#8220;<strong>major updates to Unity&#8217;s..  physics features</strong>&#8220;</p>
<p style="text-align: justify;">No details were revealed, but <strong>Tom Higgins</strong>, Unity Product Evangelist, made a short <a href="http://forum.unity3d.com/viewtopic.php?t=45787&amp;postdays=0&amp;postorder=asc&amp;start=15&amp;sid=e8921661dc4521561702f143232e1e2a" target="_blank">sneak-peak</a></p>
<blockquote>
<p style="text-align: justify;">We are upgrading PhysX but will be saving the specifics until later, let&#8217;s just say it will have some juicy new features for sure!</p>
</blockquote>
<p style="text-align: justify;">We&#8217;ll try to keep an eye on this, so stay tuned.</p>
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		<title>Metro 2033: tech-interview by PC Games Hardware</title>
		<link>http://physxinfo.com/news/2221/metro-2033-tech-interview-by-pc-games-hardware/</link>
		<comments>http://physxinfo.com/news/2221/metro-2033-tech-interview-by-pc-games-hardware/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 10:35:54 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Metro 2033]]></category>
		<category><![CDATA[Multi-Core]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2221</guid>
		<description><![CDATA[
Recent articles about Metro 2033 have revealed so much technical details (about engine itself, and PhysX components specifically) so, one would think, nothing new can be added. However, recent interview with Chief Technical Officer Oles Shishkovstov by PCGamesHardware.com has something to offer:

PCGH: It could be read that your game offers an advanced physics simulation as [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="alignnone size-full wp-image-2227" title="metro_2033_logo_2" src="http://physxinfo.com/news/wp-content/uploads/2010/03/metro_2033_logo_2.jpg" alt="" width="570" height="196" /></p>
<p style="text-align: justify;">Recent articles about <a href="http://www.metro2033game.com/en" target="_blank">Metro 2033</a> have revealed so much <a href="http://physxinfo.com/news/2017/metro-2033-4a-engine-specifications/" target="_blank">technical details</a> (about <a href="http://www.eurogamer.net/articles/metro-2033-4a-engine-impresses-blog-entry" target="_blank">engine itself</a>, and <a href="http://physxinfo.com/news/1881/metro-2033-interview-with-4a-games-on-physics-and-physx/" target="_blank">PhysX components</a> specifically) so, one would think, nothing new can be added. However, <a href="http://www.pcgameshardware.com/aid,706182/Exclusive-tech-interview-on-Metro-2033/News/" target="_blank">recent interview</a> with Chief Technical Officer <strong>Oles Shishkovstov</strong> by PCGamesHardware.com has something to offer:</p>
<blockquote>
<p style="text-align: justify;"><strong>PCGH:</strong> It could be read that your game offers an advanced physics simulation as well as a support for Nvidia&#8217;s PhysX (GPU calculated physics) can you tell us more details here? Does regular by CPU calculated physics affect visuals only or is it used for gameplay terms like enemies getting hit by shattered bits of blown-away walls and the like?</p>
<p style="text-align: justify;"><strong> Oles Shishkovstov:</strong> Yes, the physics is tightly integrated into game-play. And your example applies as well.</p>
<p style="text-align: justify;"><strong>PCGH:</strong> Besides PhysX support why did you decide to use Nvidia&#8217;s physics middleware instead of other physics libraries like Havok or ODE? What makes Nvidia&#8217;s SDK so suitable for your title?</p>
<p style="text-align: justify;"><strong>Oles Shishkovstov:</strong> We&#8217;ve chosen the SDK back when it was Novodex SDK (that&#8217;s even before they became AGEIA). It was high performance and feature reach solution. Some of the reasons why we did this &#8211; they had a complete and customizable content pipeline back then, and it was important when you are writing a new engine by a relatively small team.</p>
<p style="text-align: justify;"><strong>PCGH:</strong> What are the visual differences between physics calculated by CPU and GPU (via PhysX, OpenCL or even DX Compute)? Are there any features that players without an Nvidia card will miss? What technical features cannot be realized with the CPU as &#8220;physics calculator”?</p>
<p style="text-align: justify;"><strong>Oles Shishkovstov:</strong> There are no visible differences as they both operate on ordinary IEEE floating point. The GPU only allows more compute heavy stuff to be simulated because they are an order of magnitude faster in data-parallel algorithms.</p>
<p style="text-align: justify;">As for Metro2033 &#8211; the game always calculates rigid-body physics on CPU, but cloth physics, soft-body physics, fluid physics and particle physics on whatever the users have (<strong>multiple CPU cores or GPU</strong>). Users will be able to enable more compute-intensive stuff via in-game option regardless of what hardware they have.</p>
</blockquote>
<p style="text-align: justify;">Pay attention to last paragraph &#8211; Metro 2033 will feature true <strong>multi-core</strong> implementation of <strong>GPU PhysX</strong> content &#8211; feature that most PhysX titles are lacking currently ? We are curious to see if this will really work, and since game has already <a href="http://www.gameshark.com/news/26564/Metro-2033-Goes-Gold-.htm" target="_blank">gone gold</a>, we&#8217;ll learn that very soon.</p>
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		<title>WeeklyTube Issue 27: PhysX video overview</title>
		<link>http://physxinfo.com/news/2211/weeklytube-issue-27-physx-video-overview/</link>
		<comments>http://physxinfo.com/news/2211/weeklytube-issue-27-physx-video-overview/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 13:31:51 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[WeeklyTube]]></category>
		<category><![CDATA[Esenthel]]></category>
		<category><![CDATA[GF100]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2211</guid>
		<description><![CDATA[
Geforce GTX 480 running Supersonic Sled 2 by PCGamesHardware

Supersonic Sled demo sequence from Cebit 2010. But this time it&#8217;s showcases sled collision with obstacle, consisting of several destructible boxes and barrels, spawned on the rails. Number of generated physical debris is inspiring.
Esenthel RPG 2 by Esenthel

Playable demo of Esenthel game engine. Includes well tuned ragdolls [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="nob" src="http://physxinfo.com/pic/weekly_tube.png" border="0" alt="" width="250" height="100" /></p>
<p><strong>Geforce GTX 480 running Supersonic Sled 2</strong> by <a onmousedown="yt.analytics.urchinTracker('/Events/VideoWatch/ChannelNameLink');" href="http://www.youtube.com/user/PCGamesHardware">PCGamesHardware</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/KMIoZo7g9r8&amp;hl=en_GB&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/KMIoZo7g9r8&amp;hl=en_GB&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Supersonic Sled demo sequence from Cebit 2010. But this time it&#8217;s showcases sled collision with obstacle, consisting of several destructible boxes and barrels, spawned on the rails. Number of generated physical debris is inspiring.</p>
<p style="text-align: justify;"><strong>Esenthel RPG 2</strong> by <a onmousedown="yt.analytics.urchinTracker('/Events/VideoWatch/ChannelNameLink');" href="http://www.youtube.com/user/Esenthel">Esenthel</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/uYynPTobdvc&amp;hl=en_GB&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/uYynPTobdvc&amp;hl=en_GB&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Playable demo of Esenthel game engine. Includes well tuned ragdolls and cloth simulation for character skirt, all PhysX SDK based.</p>
<p><span id="more-2211"></span></p>
<p style="text-align: justify;"><strong>CubeTop &#8211; Demo[HD]</strong> by <a onmousedown="yt.analytics.urchinTracker('/Events/VideoWatch/ChannelNameLink');" href="http://www.youtube.com/user/burningxoul">burningxoul</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/chvoooLfRTg&amp;hl=en_GB&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/chvoooLfRTg&amp;hl=en_GB&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">3D virtual desktop similar to <a href="http://bumptop.com/" target="_blank">BumpTop</a>. Used Direct3D and PhysX.</p>
<p style="text-align: justify;"><strong>PhysX Dicycle test 01</strong> by <a onmousedown="yt.analytics.urchinTracker('/Events/VideoWatch/ChannelNameLink');" href="http://www.youtube.com/user/lukaskusnier">lukaskusnier</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="441" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/g52zs4Ee_7s&amp;hl=en_GB&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="441" src="http://www.youtube.com/v/g52zs4Ee_7s&amp;hl=en_GB&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Dicycle (vehicle with two wheels parallel to each other) simulation with PhysX SDK.</p>
<p style="text-align: justify;"><strong>PhysX: Simple crane (soft body cable)</strong> by <a onmousedown="yt.analytics.urchinTracker('/Events/VideoWatch/ChannelNameLink');" href="http://www.youtube.com/user/Ambakapu">Ambakapu</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/s0QM19FEW1A&amp;hl=en_GB&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/s0QM19FEW1A&amp;hl=en_GB&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Crane with a load, rope is using PhysX softbody feature.</p>
<p style="text-align: justify;"><strong>Loincloth</strong> by <a onmousedown="yt.analytics.urchinTracker('/Events/VideoWatch/ChannelNameLink');" href="http://www.youtube.com/user/dera00007777">dera00007777</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="441" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/eQ18I0bufjY&amp;hl=en_GB&amp;fs=1&amp;" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="441" src="http://www.youtube.com/v/eQ18I0bufjY&amp;hl=en_GB&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Animated character with PhysX clothing, simulated in Maya.</p>
]]></content:encoded>
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		<title>PhysX running on 16 CPU cores in FluidMark</title>
		<link>http://physxinfo.com/news/2185/physx-running-on-16-cpu-cores-in-fluidmark/</link>
		<comments>http://physxinfo.com/news/2185/physx-running-on-16-cpu-cores-in-fluidmark/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 11:22:34 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Fluidmark]]></category>
		<category><![CDATA[Multi-Core]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2185</guid>
		<description><![CDATA[We wrote previuosly about upcoming new version of FluidMark, that is going to include Multi-Core CPU PhysX support.
Recently, with help of David Legrand from PCinpact.com, Jerome &#8220;JeGX&#8221; Guinot was able to test new FluidMark 1.2 on setup with 16 CPU cores. (click to view full image)

And as you may see, CPU PhysX simulation with 48 [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">We wrote previuosly about upcoming <a href="http://physxinfo.com/news/2001/next-version-of-fluidmark-will-feature-multi-core-cpu-physx-support/" target="_blank">new version of FluidMark</a>, that is going to include <strong>Multi-Core CPU PhysX</strong> support.</p>
<p style="text-align: justify;">Recently, with help of <em>David Legrand</em> from PCinpact.com, <em>Jerome &#8220;JeGX&#8221; Guinot</em> was able to test new <strong>FluidMark 1.2</strong> on setup with <strong>16 CPU cores</strong>. (click to view full image)</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/physx-fluidmark-16_cores.png"><img class="size-full wp-image-2186 aligncenter" title="physx-fluidmark-16_cores_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/03/physx-fluidmark-16_cores_sm.png" alt="" width="540" height="338" /></a></p>
<p style="text-align: justify;">And as you may see, <strong>CPU PhysX</strong> simulation with 48 000 fluid particles is <strong>100 % utilizing all 16 Cores</strong>. Amazing work <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: justify;">New <strong>FluidMark</strong> is going to be available soon enough, after JeGx will catch and kill remaing bugs.</p>
<p style="text-align: justify;"><strong><strong>Update:</strong></strong> JeGX is participating in &#8220;<a href="http://blogs.amd.com/work/2010/03/03/48-cores-contest/" target="_blank">What Would You Do With 48 Cores ?</a>&#8221; contest by <strong>AMD</strong> with new FluidMark (which already support up to <strong>64 CPU cores</strong>). That&#8217;s going to be interesting  <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p style="text-align: justify;">Source: <a href="http://www.pcinpact.com/actu/news/55686-cpu-physx-jeux-fluidmark-coeurs.htm" target="_blank">PCinpact</a> | <a href="http://www.geeks3d.com/20100304/preview-physx-simulation-on-a-16-core-cpu/" target="_blank">Geeks3D</a></p>
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