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.


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


Introducing NVIDIA FLEX: unified GPU PhysX solver

Introducing NVIDIA FLEX: unified GPU PhysX solver

Universal particle-based physics solver


The Evolution of PhysX SDK, performance-wise

The Evolution of PhysX SDK, performance-wise

PhysX 2.8 vs PhysX 3.x vs Bullet


Autodesk MotionBuilder 2011 comes with Nvidia PhysX plug-in

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It seems that next “2011″ 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 calculated using the Nvidia PhysX plug-in, a feature of particular benefit to games customers using the PhysX middleware.

As you may notice on the screenshot, PhysX SDK 2.8.3 is used for the integration, and apart from rigid body solver plug-in provides cloth simulation features.

Written by Zogrim

March 10th, 2010 at 2:50 pm

Autodesk Softimage 2011 adds PhysX 2.8.3. integration

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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’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 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).

Interesting detail – since hardware acceleration support is promised with clear definition of PhysX SDK as “rigid body” solution, it seems that GPU rigid body solver is going to be used.

Update: confirmed via Softimage wiki – “Support for CUDA acceleration for PhysX Rigid Body Dynamics (including ICE)”

Update #2: official press-release from Nvidia

Written by Zogrim

March 10th, 2010 at 3:09 am

Posted in PhysX Middleware

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Dark Void: PhysX System Software patch

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You see ? Only two months passed and I was able to fix it

Small patch for Dark Void title emerges today – it’s purpose is to resolve issues with PhysX mini-driver, called “Game System Installer”, which was able to corrupt existing PhysX System Software installation (my personal experience), and cause other problems.


An earlier version of PhysX System Installer, called “Game System Installer”, was inadvertently provided and subsequently incorporated into the released version of Dark Void 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.

Please use the new PhysX System Installer patch below which will automatically cleanup and update the PhysX subsystem to resolve this issue.

You can download PhysX System Software patch here (36 mb)

Please note, retail version of Dark Void requires main PhysX patch to be applied firstly.

Written by Zogrim

March 10th, 2010 at 12:48 am

Posted in PhysX Games

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Pre-GDC 2010: PhysX demonstrations overview

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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 “Authoring Physically Simulated Destruction with NVIDIA APEX” and “Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void“.

You can read session descriptions via provided links, but actually not only this has catched my eye. Nvidia GDC 2010 page was updated with schedule of presentations, that are going to be demonstrated at Nvidia booth #1702 at March 12-13

Those include such intriguing topics like:

Unity for Engineers – are they planning to demonstrate update physics system in Unity 3.0 ?

Authoring Runtime Animation with NaturalMotion Morpheme 2.3 – I’ve heard that Morpheme is going to be integrated with APEX Clothing, is that it ?

Softimage 2011 Enhanced with PhysX – next version of Softimage will include updated PhysX SDK integration ?

Streamlining PhysX Content in Max – is it related to rumored new physics system in XBR ?

Sadly I can’t visit GDC myself, but I’ll try to provide you with any open or insider information I’ll be able to gather :)

Written by Zogrim

March 9th, 2010 at 3:51 pm

Unity 3.0 engine will include updated PhysX core

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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 – unfortunately, since main SDK core is very old (2.5, afair), it’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 “combability”, such renovation was actually needed by developers.

And, finally – recent announce of long awaited Unity 3.0 engine promises not only iPad and Ps3 platforms support, deferred render, built-in lightmapping system and unified editors, but “major updates to Unity’s.. physics features

No details were revealed, but Tom Higgins, Unity Product Evangelist, made a short sneak-peak

We are upgrading PhysX but will be saving the specifics until later, let’s just say it will have some juicy new features for sure!

We’ll try to keep an eye on this, so stay tuned.

Update: new details on PhysX features for Unity 3.0 beta

Written by Zogrim

March 9th, 2010 at 2:45 pm

Posted in Engines and Wrappers

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Metro 2033: tech-interview by PC Games Hardware

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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 has something to offer:

PCGH: It could be read that your game offers an advanced physics simulation as well as a support for Nvidia’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?

Oles Shishkovstov: Yes, the physics is tightly integrated into game-play. And your example applies as well.

PCGH: Besides PhysX support why did you decide to use Nvidia’s physics middleware instead of other physics libraries like Havok or ODE? What makes Nvidia’s SDK so suitable for your title?

Oles Shishkovstov: We’ve chosen the SDK back when it was Novodex SDK (that’s even before they became AGEIA). It was high performance and feature reach solution. Some of the reasons why we did this – 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.

PCGH: 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 “physics calculator”?

Oles Shishkovstov: 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.

As for Metro2033 – 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 (multiple CPU cores or GPU). Users will be able to enable more compute-intensive stuff via in-game option regardless of what hardware they have.

Pay attention to last paragraph – Metro 2033 will feature true multi-core implementation of GPU PhysX content – feature that most PhysX titles are lacking currently ? We are curious to see if this will really work, and since game has already gone gold, we’ll learn that very soon.

Written by Zogrim

March 9th, 2010 at 1:35 pm

WeeklyTube Issue 27: PhysX video overview

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Geforce GTX 480 running Supersonic Sled 2 by PCGamesHardware

Supersonic Sled demo sequence from Cebit 2010. But this time it’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 and cloth simulation for character skirt, all PhysX SDK based.

Read the rest of this entry »

Written by Zogrim

March 7th, 2010 at 4:31 pm

Posted in WeeklyTube

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PhysX running on 16 CPU cores in FluidMark

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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, Jerome “JeGX” 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 48 000 fluid particles is 100 % utilizing all 16 Cores. Amazing work :)

New FluidMark is going to be available soon enough, after JeGx will catch and kill remaing bugs.

Update: JeGX is participating in “What Would You Do With 48 Cores ?” contest by AMD with new FluidMark (which already support up to 64 CPU cores). That’s going to be interesting  ;)

Source: PCinpact | Geeks3D

Written by Zogrim

March 4th, 2010 at 2:22 pm

Posted in PhysX Tools

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PhysX System Software 9.10.0129 released

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Recent Geforce 196.75 GPU drivers from Nvidia have brought us something interesting – they include new PhysX System Software 9.10.0129.

This release is smaller than previous 9.09.1112 drivers – only 27 mb vs 34 mb previously, and is dated 29 January 2010, according to PhysX drivers naming system.

Download PhysX System Software 9.10.0129 from our server (download currently unavailable)

Update: Simple look at drivers installation folder reveals that engine .dll’s for SDK 2.7.3, 2.7.4.. all to 2.8.3 were updated with new subversions. No major changes except this.

Update #2: PhysX System software 9.10.0129 is now available as separate download from Nvidia website.

Includes the latest PhysX runtime builds to support all released PhysX content including Dark Void and others.

Supports NVIDIA PhysX acceleration on all GeForce 8-series, 9-series, 100-series, 200-series, and 300-series GPUs with a minimum of 256MB dedicated graphics memory and 32 CUDA cores. Note: Some applications may have higher minimum requirements.

Supports NVIDIA PhysX acceleration on GeForce via CUDA 3.0 for SDK versions 2.7.1, 2.7.3, 2.7.4, 2.7.5, 2.7.6, 2.8.0, 2.8.1 and 2.8.3 (requires graphics driver v196.21 or later).

Supports control of your GPU PhysX configuration from the NVIDIA display driver control panel. (requires graphics driver v196.21 or later).

Written by Zogrim

March 2nd, 2010 at 6:12 pm

Posted in PhysX Drivers

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WeeklyTube Issue 26: PhysX video overview

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Dark Void PhysX Gameplay PC by dani83bp

Another decent demonstration of GPU accelerated particle effects in Dark Void title.

Unity3D – Physics Test 02 by wish24601

Large scale physics simulation with PhysX based Unity 3D engine.

Read the rest of this entry »

Written by Zogrim

March 1st, 2010 at 12:32 pm

Posted in WeeklyTube

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