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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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Post-GDC 2010: Dark Void and APEX Turbulence

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Slides (.pptx, 23 mb) from GDC 2010 session “Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void” have emerged at GDC Vault recently.

Driven by Sarah Tariq (Nvidia) and Joe Cruz (Airtight Fames) this session is covering implementation of a seamless, scalable and directable fluid solver in a Dark Void game engine and describing how it was used to create complex particle effects.

Update: slides in .pdf format

Written by Zogrim

March 23rd, 2010 at 11:46 am

PhysX Visual Debugger 2.0 Beta available

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PhysX Visual Debugger, debug tool for PhysX SDK based applications was updated to version 2.0.

Update: PhysX Visual Debugger 2.0.6 Beta

Current release notes are unknown, but it seems that PVD 2.0 was completely rebuild from scratch (upd: confirmed, it’s complete rewrite) – just take a look at the main application window (click to view full picture), and compare it with previous PVD 1.1.9

You can download PhysX Visual Debugger 2.0 Beta via Developer Support Center.

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

If you have trouble with new account registration or existing account (dissapearing downloads, unable to log-in, etc) you can send your problem description to support@physxinfo.com – we’ll try to provide a shortcut to PhysX dev. team.

Written by Zogrim

March 22nd, 2010 at 11:36 pm

Posted in PhysX Tools

Tagged with

WeeklyTube Issue 28: PhysX video overview

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APEX Clothing 3ds MAX plug-in by NVIDIADeveloper

Physically simulated clothing via PhysX SDK. Authoring process using APEX Clothing module and 3ds Max. From GDC 2010.

APEX Destruction PhysX Lab by NVIDIADeveloper

Destructible environments via PhysX SDK. Authoring process using APEX Destruction Module and PhysX Lab tool. From GDC 2010.

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Written by Zogrim

March 20th, 2010 at 12:05 pm

Posted in WeeklyTube

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Advanced PhysX in Metro 2033

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Metro 2033 was looking as highly considerable title – post-apocalyptic setting, intense focus on atmosphere and storyline, state-of-the-art graphics engine with DX 11 support, and of course, solid implementation of PhysX SDK based physics.

And after finishing it we can say – Metro 2033 is pretty good game for sure. But following the direction of our site, will leave other game aspects to reviewers and focuse on in-game physics implementation, and “Advanced PhysX” mode particularly.

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Written by Zogrim

March 20th, 2010 at 1:04 am

Posted in PhysX Games

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New PhysX FluidMark 1.2: First Tests

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As we mentioned previously, upcoming FluidMark 1.2, next version of popular GPU PhysX testing and benchmarking application, will include support for Multi-Core CPU PhysX calculations, and overall multi-threading optimizations as well.

Jerome Guinot, FluidMark developer, was kind enough to provide us with latest beta-version of new Fluid-Mark 1.2, and we’ll try to answer finally, what is faster – GPU PhysX or properly optimized CPU PhysX.

But first, lets take a closer look at new FluidMark. (click to view full picture)

Main control panel now includes several additional options, like “Force PhysX CPU” – ability to switch between GPU and CPU PhysX, without necessity to use Nvidia Control Panel.

Multi-core PhysX” checkbox enables all multi-threading optimizations, vital and most interesting part of new FluidMark.

# of CPU cores” is used specify number of CPU cores dedicated to simulation (up to 32 in current version), however this option is no so transparent as it looks – increased number of cores adds additional fluid emitters to the scene (one emitter per core or two in general), and with equal number of particles, various number of emitters can affect performance.

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Written by Zogrim

March 17th, 2010 at 5:58 pm

Posted in PhysX Tools

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PhysX System Software 9.10.0222 available

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nvidia-physx

New PhysX System Software 9.10.0222, which comes with recently released Metro 2033 title, emerges on the web.

This release includes updated engine .dll’s for SDK from 2.7.3..  to 2.8.3  and is dated 22 February 2010.

Download PhysX System Software 9.10.0222 from our server (34 mb – download currently unavailable)

Source: Guru3D forums

Written by Zogrim

March 16th, 2010 at 12:47 pm

Posted in PhysX Drivers

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Post-GDC 2010: Nvidia Theater presentations available

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Presentations from “Nvidia Game Technology Theater“, which were demonstrated at Nvidia booth on GDC 2010, are now live – slides and following sound accompaniment. Let’s take a look at those related to PhysX SDK and APEX toolset.

Update: main PhysX and APEX session are now available as slide decks and video records

APEX Clothing with 3ds Max by Gavin Kistner, Product Designer, NVIDIA

Gavin gives a quick overview of 2.0 PhysX plug-in for 3ds Max, and uses superhero character with cape to explaing full clothing authoring process. Personal love Gavin’s manner of talking.. funny guy :)

Physically Simulated Clothing By CCP (EVE Online) Using NVIDIA APEX by Vigfus Omarsson, Lead Technical Artist, CCP; Snorri Sturluson, Senior Software Engineer, CCP; Monier Maher, APEX Product Manager, NVIDIA

Include overall cloth sim benefits overview from CCP, clothing tools pipeline features demonstration with Maya, and, of course, authoring process with pretty female character. While authoring was done in Maya, actual simulation was running in “CCP engine” window, as stated by Vigfus.

Read the rest of this entry »

Written by Zogrim

March 15th, 2010 at 9:11 pm

GDC 2010: APEX Clothing and EVE Incarna

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Japanese website 4Gamer.net has published an overview of GDC 2010 session called “Physically Simulated Clothing by CCP (EVE Online) Using NVIDIA APEX“, we were specially interested in.

Update: Video demonstration available

Update #2: CCP presentation screencast from “Nvidia Game Technology Theater” at GDC now available.

Update #3: Full session video record available at GDC Vault

Led by Vigfus Omarsson and Snorri Sturluson from CCP, this talk was focused on APEX Clothing system integration with in-house engine, supposed to be used in Incarna add-on for EVE Online and, probably, new World of Darkness MMO.

Using a nice custom character as an example, full clothing authoring pipeline was demonstrated.

Read the rest of this entry »

Written by Zogrim

March 12th, 2010 at 5:38 pm

Posted in PhysX Tools

Tagged with , ,

Nvidia: we would not cash somebody in for using PhysX

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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 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 PhysX in the game.”

Following responce from Nvidia Ashutosh Rege

“There could be no deal under which we would cash somebody in for using PhysX

“What we do when we add GPU PhysX 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 GPU PhysX. It is just an additive value to our GeForce customers and eventually it boosts game experience on the PC”

Source: Xbitlabs.com

Update: additional commentaries from Nadeem Mohammed, Director of PhysX Product Management:

Once PhysX is selected and the developer plans to have a PC version, we will work closely with them to provide whatever engineering and technical assistance to make the PC version as good as it can be – and hopefully that includes pushing the edge on special PhysX effects which may require GPU acceleration for best performance.

We will “invest” our time, energy, expertise and technology to make good games into great PC titles – if that’s what AMD is talking about then sure they are right!

Source: PCGamesHardware.com

Written by Zogrim

March 11th, 2010 at 9:55 pm

Posted in Other

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AMD and PhysX: History of the Problem

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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’s lifespan (more or less). Let’s take a retrospective look at escalation of the conflict:

In June 2006, just after Ageia PPU launch, ATI unveils their GPU physics processing conception called “Boundless Gaming” (also known as Asymmetric Physics Processing) based on Havok FX engine (technology was supported by Nvidia as well).

X1900 XT GPU was promised to deliver over 9x performance of a PhysX PPU card and games augmented with Havok FX physics were supposed to come out in 2007.

Result ? Havok FX died with Intel aquisition of Havok company, no games were released, 16 titles with Ageia PPU support from hardware PhysX side.

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Written by Zogrim

March 11th, 2010 at 8:59 pm

Posted in Articles, Reviews

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