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Getting GPU PhysX effects into games: interview with NVIDIA Content Team

Getting GPU PhysX effects into games: interview with NVIDIA Content Team

So what is in the process of adding GPU PhysX effects to a game?

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First Beta of PhysX SDK 3.2 is released

First Beta of PhysX SDK 3.2 is released

Newest SDK 3.x - even earlier than promised

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GPU PhysX in Batman: Arkham City

GPU PhysX in Batman: Arkham City

Latest GPU PhysX title in review

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Exclusive: NVIDIA talks present and future of PhysX Technology

Exclusive: NVIDIA talks present and future of PhysX Technology

Our exclusive interview with Ashu Rege, Tony Tamasi and Rev Lebaredian from NVIDIA

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GPU PhysX in Alice: Madness Returns

GPU PhysX in Alice: Madness Returns

Comparison video and optimization tips

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PhysX Game Titles list: new features

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As you already may noticed, PhysXInfo.com frontpage has changed a little, as we have renovated our PhysX Game Titles table.

Apart from other features, it now includes new Filtering Panel, which allows to display only certain entries based on selected conditions and thus make browsing through huge amount of PhysX based titles easier.

For example, to view recently added titles only, you can just click Table Updates -> New. After that – Show All, to bring full list back on screen.

We hope you will find these additions usefull.

If you’ll spot any bugs please post your reports via comments to this post.

Written by Zogrim

July 3rd, 2010 at 3:30 am

Posted in Website

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PhysX powered Carmageddon XNA remake

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Indie developers community can always bring nice surprises.

Update: OpenCarmageddon early beta released

In this particular case,  Jeff Harris is making remake of classic Carmageddon 1 using XNA and PhysX SDK – alone, and has reached pretty remarkable results, as you may see from following video:

Core features like deformation and repair systems, opponent’s AI, paticle effects, nice tuned car physics are already implemented.

You can watch over Carmageddon XNA remake development process on Jeff’s blog – 1am  Studios.

Written by Zogrim

July 1st, 2010 at 3:20 pm

Posted in PhysX Games

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PhysX System Software 9.10.0224 available

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nvidia-physx

Nvidia has revealed new PhysX System Software 9.10.0224. Main difference from 9.10.0223 System Software is:

  • Fixes a bug that prevented PhysX from being accelerated on Optimus PCs.

You can download PhysX System Software 9.10.0224 from our server (34 mb – download currently unavailable)

Also, it seems that naming sheme has changed completely – from dates to version numbers of some kind.

Written by Zogrim

June 30th, 2010 at 4:20 pm

Posted in PhysX Drivers

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New Hybrid PhysX Mod 1.04ff is out

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GenL has released new 1.04ff version of Hybrid PhysX mod – now it works with 257.21 GeForce drivers and newer.

Update: Hybrid PhysX mod 1.05ff is available

Description:

This mod will enable hardware PhysX support for NVIDIA GPU, when non-NVIDIA GPU is used as a primary display device.

  • intended only for WDDM 1.1 OS (Windows 7) and NT5 WDM OS (Windows XP/2003).
  • only for multi-vendor multi-GPU configurations.

1.04ff – 29/06/2010:

  • removed support for fixing GeForce driver binaries as current 256 series don’t need this (dropped support of all older 19x series drivers)
  • added support for fixing a new limitation in PhysX System Software, introduced in 9.10.0223 (aka 9.10.0528/9.10.0529)
  • added extra optional command line files (nvsvc and PhysX related)
  • removed most of gfx/sfx stuff (the mod is now tiny and no more requires 96dpi mode)

You can download Hybrid PhysX mod 1.04ff from our server (not available, use NGOHQ instead)

Q: Why do we need both v1.03 and v1.04ff, which should I use?
A: If you are not going to use anything older than 257.21 – forget about v1.03 and use v1.04ff. The mod v1.03 is intended for old 19x series and 9.10.0222 (+older) PhysX SS.

If you update any component from the [old] 19x.xx and/or 9.10.0222 (+older) to [newer] 256 series and/or 9.10.0223 (+newer) – you should apply the mod v1.04ff afterwards. The mod v1.04ff will not help with 19x series GeForce driver.

For download, FAQ and installation instructions please refer to Hybrid PhysX thread at NGOHQ

Update: 1.04ff mod works with 258.69 Beta; 258.96 Beta/WHQL; 259.09; 259.31; 259.32; 259.47 WHQL; 260.63 Beta; 260.89 Beta/WHQL; 260.93 Beta; 260.99 WHQL; 261.00 Beta GPU drivers and 9.10.0224; 9.10.0512; 9.10.0513; 9.10.0514 PhysX System Software

Written by Zogrim

June 29th, 2010 at 11:30 am

Posted in Hybrid PhysX

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WeeklyTube Issue 39: PhysX video overview

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UDK – The Physics Dance! by Elude87

New Mass Physics video in UDK, now with focus on artistic style, not on the amount of physical objects. Scene is available for download here

UDK – Barrel Bonanza mass physics by erikrass

Yet not tired of Mass Physics videos ? here is another one :)

Read the rest of this entry »

Written by Zogrim

June 28th, 2010 at 6:22 pm

Posted in WeeklyTube

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PhysXFiles.com: dedicated files archive

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We have relocated our PhysX related files to a dedicated server – PhysXFiles.com

This will allow intuitive browsing for users and, more important, has greathly reduced memory consumption on main PhysXInfo.com server – no more slowdowns and website inaccessibility haunting us last months.

All downloads links here were altered accordingly.

Written by Zogrim

June 28th, 2010 at 1:28 am

Posted in Website

PhysX Visual Debugger 2.0.6 Beta: first SDK 3.0 signs

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New 2.0 version of PhysX Visual Debugger, object-based database application for analyzing captured data from PhysX engine, was updated to version 2.0.6. Beta.

Update: final 2.0.6. version releasedno differences from PVD 2.0.6 Beta though

[20.08.10] Update #2: PVD 2.0.7. with minor bugfixes is available for download.

Release Notes:

  • Lots of optimizations during capture!  Capturing should be even quicker and more painless than it was with the first beta.
  • Lots of UI bugfixing specifically to the tree views (All Objects, Selected Objects, Watched Objects).  They should be more stable and much more user friendly especially when selecting new objects.
  • Navigation and selection were reversed.  So navigation is the default action while selection requires pressing ‘alt’.  You can quick select something by double clicking on it without pressing ‘alt’.
  • Reversed the log file direction.  No more scrolling down; new errors at the top.
  • New preferences dialog !  Much easier to use, no tabs.
  • Got rid of the frames palette.  We are sorry it ever existed.  The playback controls got moved to the toolbar while the slider got moved to the bottom of the scene view.

And more interesting:

  • Preliminary support for the 3.0 version PhysX !!!.  We are very excited about this.

Yep, we are excited about it too :)

You can download PhysX Visual Debugger 2.0.6 Beta via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

June 26th, 2010 at 3:07 pm

Posted in PhysX Tools

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New PhysX features in Unity 3.0

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As we mentioned previously, one of the many features of upcoming Unity 3.0 engine is going to be improved PhysX SDK integration. Now, when pre-purshase betas of Unity 3.0 are shipping, additional details have emerged.

According to developers, highlight for Unity 3 is cloth physics on arbitrary and skinned meshes – video of new cloth feature in action was uploaded to YouTube by one of Unity demo team members.

In addition, PhysX core was updated to version 2.8.3., collision layers and “thick” raycast were added.

Update: Another cloth test, with tearing | Cloth features overview from one of beta users

Read the rest of this entry »

Written by Zogrim

June 24th, 2010 at 4:01 pm

Posted in Engines and Wrappers

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WeeklyTube Issue 38: PhysX video overview

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Off-Road Drive Official Trailer by therealautogaming

New game in off-road series from 1C-Avalon. Previous titles were based on Chrome engine and ODE physics, this one – on Unreal Engine 3 and PhysX SDK.

Can a 6 core CPU run PhysX? by Containforum

Last FluidMark 1.2 running on Phenom II X6 CPU in multi-core PhysX mode.

Read the rest of this entry »

Written by Zogrim

June 18th, 2010 at 6:19 pm

Posted in WeeklyTube

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PhysX Research: Wrinkle Meshes

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Dr. Matthias Müller-Fischer, PhysX SDK research lead at Nvidia Switzerland, Novodex founder and man behind many core PhysX algorithms, like Position Based Dynamics solver for cloth and soft-bodies, has published another interesting paper – Wrinkle Meshes.

Abstract:

We present a simple and fast method to add wrinkles to dynamic meshes such as simulated cloth or the skin of an animated character. To get the desired surface details, we attach a higher resolution wrinkle mesh to the coarse base mesh allowing the wrinkle vertices to deviate from their attachment positions within a limited range. The shape of the wrinkle mesh is determined by a static solver which runs in parallel to the motion of the base mesh. Our method can be used to automatically enhance a purely animated skin mesh with wrinkles which would be atedious task to do by hand.

The fact that the tessellation of the wrinkle mesh can be chosen independently of the structure of the base mesh can be used to control the look of the wrinkles. The locations of wrinkle formation can be defined by painting the maximum distance the wrinkle mesh is allowed to deviate from the base mesh. The second important application of wrinkle meshes is to add detail to simulated meshes such as cloth. Our method allows one to reduce the resolution of the simulation mesh without losing interesting surface detail. This speeds up the simulation, collision detection and handling and it reduces stretchiness. We show the efficiency and visual quality of the approach in a real-time setting.

In generally, that means more detailed cloth simulation with less resourse consumption. Previous research – Hierarchical Position Based Dynamics – was already added in PhysX SDK 2.8.3 so we believe that Wrinkle Meshes will appear in PhysX SDK or APEX Clothing module soon enough.

Also, you can download demonstrational video (63 mb)

Written by Zogrim

June 15th, 2010 at 7:21 pm

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