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PhysX SDK 3.3 source code is now available for free

PhysX SDK 3.3 source code is now available for free

Free source code access for Windows, Linux, OS X and Android.

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Introducing NVIDIA HairWorks: fur and hair simulation solution

Introducing NVIDIA HairWorks: fur and hair simulation solution

Real-time simulation and rendering of realistic hair and fur

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Introducing NVIDIA FLEX: unified GPU PhysX solver

Introducing NVIDIA FLEX: unified GPU PhysX solver

Universal particle-based physics solver

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The Evolution of PhysX SDK, performance-wise

The Evolution of PhysX SDK, performance-wise

PhysX 2.8 vs PhysX 3.x vs Bullet

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The Evolution of PhysX System Software

with 3 comments

Almost any user, who played games utilizing PhysX SDK physics engine (either with GPU acceleration support or software only), must be familiar with PhysX System Software (PSS, also known as PhysX Driver) – special package that includes core DLL libraries for physics engine to operate correctly and some firmware components, and is required for installation regardless of whether you have NVIDIA GPU or not.

This is how it works: PhysX Loader, located in game’s directory, loads corresponding core DLLs of PhysX engine from PSS installation folder. GPU acceleration DLLs (PhysX and CUDA Device Managers) are acquired from PSS distribution, if required. Supplementary libraries (like Character Controller DLL), in comparison, can be stored in local folder.

Note: one must have noticed that many older games store core engine libs locally, but still require a PSS installation.

For the most part, pre-2.8.4 PhysXCore.dll files in game directories are the result of special requirements of certain engines (like UE3) or installers that include unneeded DLLs.

PhysX System Software installation requirement was firstly introduced by Ageia in 2006, and obviously such approach has its own advantages and disadvantages.

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Written by Zogrim

October 7th, 2012 at 4:08 am

Borderlands 2 PhysX Benchmark roundup

with 8 comments

Borderlands 2 is latest and one of the best GPU PhysX titles so far, but what system do you need to handle it efficiently ?

In following article we’ll try to gather all reliable PhysX benchmarks and tests, published on the web, to determine the GPU and CPU performance patterns of this title.

[19.09.2012] Borderlands 2 – GPU Test by GameGPU

One of the first articles with PhysX performance comparison, includes wide range of NVIDIA GPUs tested. At the same time, scene, choosen for benchmark, is too simplistic and does not fully represent load during actual gameplay.

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Written by Zogrim

October 4th, 2012 at 11:24 am

PhysX System Software 9.12.0807

with 5 comments

nvidia-physx

New release of PhysX System Software - PSS 9.12.0807 – has been spotted in MSI 306.38 Beta GPU drivers.

Official Release Notes are unknown.

However, we have discovered that .0807 release only contains libraries for PhysX SDK 2.7.x and above – probably, it was done to reduce size of the installer. At the same time, this makes new PSS incompatible with old (2005-2007) PhysX based games.

You can download PSS 9.12.0807 from our server (25 mb, direct links won’t work), Guru3D or mediafire.com

Thanks to Spets for the link.

Written by Zogrim

October 3rd, 2012 at 9:01 am

Posted in PhysX Drivers

Tagged with

Comparison PhysX screenshots for Borderlands 2

without comments

Alongside with previously released comparison PhysX video, a set of comparison screenshots in now available for Borderlands 2 title.

You can find comparison screenshots, comparison video and additional information at Borderlands 2 – GPU PhysX Profile page.

Written by Zogrim

October 3rd, 2012 at 2:26 am

Funcom plans to further expand PhysX integration into their games

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Last year, Funcom has announced the integration of “server-side PhysX” in Dreamworld engine, a technology behind popular MMO titles, such as Age of Conan and recently released The Secret World.

Rui Casais, Chief Technology Officer at Funcom, has joined us today to shed some light on how the company plans to further utilize the PhysX engine in their current and future projects.

PhysXInfo.com: So what exactly is the server-side PhysX, integrated into Dreamworld engine?

Rui Casais: One of the most computational expensive operations we do in our servers is collision checking. Due to the nature of PC gaming, we can never trust the client and have to therefore validate all the player movement in the server.

We had a homebrew collision system that worked ok, but when it comes down to it nothing beats the performance of a physics library like PhysX for collision checks.

In addition to this the addition of PhysX makes it possible for us to do more interesting physics simulation in the future, collision is just the beginning.

PhysXInfo.com: Since PhysX SDK has replaced your own collision detection system, has it resulted in any performance improvements or ability to implement new physics features?

Rui Casais: Server performance doubled when using PhysX, and we plan to expand on the physics side of gameplay in the future, although that isn’t a simple problem to tackle. But we like challenges!

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Written by Zogrim

September 29th, 2012 at 8:16 pm

GPU PhysX in Borderlands 2

with 15 comments

Borderlands 2 from Gearbox Software, first title with GPU PhysX title of Year 2012, has occupied the hearts and minds of many PC gamers the last week.

Update: Borderlands 2 – GPU PhysX Profile

Finally, we are also ready to present our PhysX oriented review of the game and, of course, usuall comparison video, showcasing additional PhysX effects.

In depth overview of the PhysX content and description of the differences between PhysX settings can be found in “Blood, Goo, & Destruction: A Close Look At PhysX In Borderlands 2” article at GeForce.com.

Now, let’s proceed to the review.

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Written by Zogrim

September 24th, 2012 at 7:38 pm

Borderlands 2: is CPU capable of handling the PhysX effects?

with 27 comments

Borderlands 2, latest and probably one of the greatest games with support for GPU accelerated PhysX effects, is a HOT topic these days.

Update: GPU PhysX in Borderlands 2 – PhysX review and comparison video

Update #2: Borderlands 2 PhysX Benchmark Roundup

Usually, extra PhysX effects are meant to be executed on compatible NVIDIA GPUs, so even if one can force his CPU to do the work, it is not very effective – massive slowdowns and fps drops during scenes with intence physics are make the games hardly enjoyable. This is valid for titles like Batman series, Alice: Madness Returns, Mafia II and others.

Said matter was a tough topic over recent years, even resulting in claims that NVIDIA “hobbles” the CPU PhysX performance by purpose, to make their GPUs look more advantageous.

However, recently we saw many reports (mostly from AMD users) that Borderlands 2 shows surprisingly good performance, while running with all PhysX effects enabled even without a NVIDIA card in the system.

Thus, we decied to perform a little investigation to answer the question – can a CPU handle all the extra PhysX effects in Borderlands 2 ?

A boss fight against “Boom and his brother Bewm” is a good candidate for PhysX testing – scene contains a lot of particles (also, particles are constantly generated over time) and some cloth objects.

Gun in our hands has explosive rounds - this produces even more particles

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Written by Zogrim

September 22nd, 2012 at 3:12 pm

APEX SDK 1.2.1 update is now available

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NVIDIA has revealed updated APEX SDK 1.2.1, which includes several new features, like GPU Rigid Bodies support for PhysX 3.x branch, and is compatible with latest PhysX SDK 3.2.1.

Update #2: APEX SDK 1.2.2 is available.

Updated authoring tools will follow soon.

Update: PhysXLab 1.2.1 is released.

APEX SDK 1.2.1 – Release Notes

  • APEX Framework 1.2.1
    • NxApexSphereShape getRadius/setRadius use PxF32 instead of PxVec3 to represent the radius.
  • APEX Destruction 1.2.1
    • Enabled GRB support with PhysX 3.2.1.
    • Support multiple interior materials.
    • Added hard sleeping option, which turns chunk islands kinematic when they sleep. They may be turned dynamic again if enough damage is applied.
    • New sleepVelocityFrameDecayConstant parameter replaces sleepVelocitySmoothingFactor.
    • Added edge face noise in cutout mode.
    • Removed surface trace functionality (was used for old dust system).
  • APEX Clothing 1.2.1
    • Support for convex collision added to 3x clothing solver (only a total of 32 planes per clothing actor is supported).
    • Self collision parameters moved to the ClothingMaterialLibrary NxParameterized interface.
    • Fixed a Clothing Tool issue where the “Generate Tangent Space” button could generate several warning dialogs for certain older clothing assets.

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Written by Zogrim

September 20th, 2012 at 11:38 am

Borderlands 2: one hour gameplay video featuring PhysX effects

with 6 comments

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.

Written by Zogrim

August 31st, 2012 at 10:08 am

Posted in PhysX Games

Tagged with , , , ,

New PhysX trailer for Borderlands 2 has appeared

with 2 comments

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).

Written by Zogrim

August 14th, 2012 at 4:12 pm

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