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


Assassin’s Creed IV: Black Flag was patched to include Turbulence effects

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GPU PhysX effects, in a form of APEX Turbulence based smoke, are now available in the PC version of the Assassin’s Creed IV: Black Flag title.

Update: Adding GPU PhysX support to Assassin’s Creed IV – interview with Ubisoft Kiev

We have prepared a short comparison video to showcase the effects.

Turbulence smoke is utilizing latest APEX 1.3, can cast and recieve shadows on a rendering side, and is applied to a number of environmental and combat assets throughout the game.

Particles are affected by forcefields (such as shots and explosions) and weather conditions (such as wind). They can interact with characters and are also colliding with static level geometry, as a nice addition.

Written by Zogrim

December 18th, 2013 at 11:35 pm

APEX 1.3 released, features first iteration of real-time fracturing

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New major APEX SDK 1.3 release is now available for public download.

Update: APEX SDK 1.3.1 released

1.3 version is featuring support for newest PhysX SDK 3.3.0 and also includes variety of improvements and new features for APEX modules.

Please note that corresponding authoring tools are required – PhysXLab 1.3 and DCC plug-ins 3.0

APEX SDK 1.3: Feature Highlights

APEX 1.3 now features a single Legacy Module (APEX_Legacy).

In APEX 1.2 every module had its own legacy module. For example, if an application uses APEX clothing and destruction, in APEX 1.2 the application would need to load both APEX_Clothing_Legacy and APEX_Destructible_Legacy.

However, assets created with APEX 1.1 or 1.2 should “just work” with APEX 1.3. The application must load the legacy module, which contains all the code that allows APEX to automatically upgrade assets to the latest version.

APEX Destruction and APEX Clothing modules can now utilize Render Proxies.

The rendering of destructibles and cloth can now be managed by a new object that is independent of the actors themselves. By default you will not see a change, but you may detach this object from the actors, meaning that the render data will not get deleted when the actors are deleted. You may delete the renderable when you’re done with it.

This is useful for multi-threaded renderers which may have the render data queued up even after the destructible or clothing actor is deleted in the main thread.

Speaking of Destruction, so called Behaviour Groups functionality was added to authoring pipeline.

Some common parameters, such as damage threshold, damage spread, density, etc., are now contained in “Behavior Groups“. Every chunk references a behavior group by index, allowing the user to customize behaviors for different chunks within single asset.

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Written by Zogrim

December 15th, 2013 at 11:08 pm

PhysX SDK 3.2.5 and APEX 1.2.5 are available

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For those developers who are not ready yet to switch to 3.3 branch of the PhysX engine, NVIDIA has prepared several bug-fixing releases – PhysX SDK 3.2.5, APEX SDK 1.2.5 and corresponding tools.

Update: APEX SDK 1.3 is available


PhysX SDK 3.2.5: Release Notes

  • General
    • Fixed a bug which could cause triggers to not fire touch events after a kinematic actor moved into or out of overlap and had no target set anymore in the next simulation step.
    • Fixed crash when setting multiple materials on a shape followed by release/removal of the corresponding actor from the scene (all while the simulation is running).
  • Rigid Bodies
    • Fixed a bug that caused bodies to not respond to applied velocities or forces if the autowake parameter in those methods was set to false. This could happen for (almost) resting bodies which were close to other bodies (bounding box overlap) but did not touch them.
  • Vehicles
    • Bugs in the suspension force and tire load computation have been fixed that affected handling when the vehicle was upside down.
    • The tire load passed to the tire force computation is now clamped so that it never falls below zero.
    • PxVehicleTireLoadFilterData now requires that mMinNormalisedLoad is greater than or equal to zero.
    • PxVehicleTireLoadFilterData now has a new member variable mMinFilteredNormalisedLoad. This value describes the filtered normalised load that occurs when the normalised is less than or equal to mMinNormalisedLoad.
    • PxVehicleWheelsSimData now has a new function setMinLongSlipDenominator. This can be used to tune stability issues that can arise when the vehicle slows down in the absence of brake and drive torques.
    • A bug in the tank damping forces has now been fixed. Tanks now slow down more aggressively from engine and wheel damping forces.
    • A new section “The Vehicle Under-steers Then Over-steers” has been added to the vehicle troubleshooting guide to describe steps to avoid twitchy handling on bumpy surfaces.
    • A new section “The Vehicle Never Goes Beyond First Gear” has been added to the vehicle troubleshooting guide to describe a common scenario that occurs when the automatic gearbox is given a latency time that is shorter than the time taken to complete a gear change.
    • A new section “The Vehicle Slows Down Unnaturally” has been added to the vehicle troubleshooting guide to describe the steps that can be taken to help the vehicle slow down more smoothly.
    • The section “SI Units” in the vehicle guide has been updated to include the new functon PxVehicleWheelsSimData::setMinLongSlipDenominator.

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Written by Zogrim

December 12th, 2013 at 9:14 pm

Posted in PhysX SDK, PhysX Tools

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PhysX plug-ins have received 3.0 update

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NVIDIA has released 3.0.0 version of the PhysX DCC plug-ins for 3ds Max and Maya with support for latest PhysX SDK 3.3.0 and APEX SDK 1.3

Update: PhysX plug-ins updated to version 3.0.1

However, in comparison to the major 1.x -> 2.x rewrite, round “3.0″ version number has not brought any significant changes to PhysX plug-ins – remaining 2.9.x digits were simply reserved for possible APEX 1.2.x branch updates.

And if you have missed latest additions to PhysX plug-ins, like introduction of the APEX Destruction authoring pipeline, you can check it here.

PhysX Plug-in 3.0 for 3ds Max: Release Notes

  • New Features
    • Using APEX 1.3.0, SDK 3.3.0 (SDK 2.8 is not supported any more).
    • Deprecated UI for SDK 2x.
    • Avoid generating multiple materials when they are with the same parameters.
    • Destruction: Behavior Groups Management.
  • Fixes
    • Fix: Wrong volume calculation issue in Rigid body.
    • Make exporter dialog from File -> Export also support .Apx and .Apb.
    • Fix: TetherStiffness range. Set tetherStiffness to 1.0 – relax just as ClothingTool uses 1.0 – mTetherStretchiness.
    • Fix: 2 UI updating issue introduced in CL 9122.
    • Fix: Hammer icon.
    • Some fixes for debug render in fast viewer.
    • Fix: Apex render after rewind scene in ccViewer.
    • Fix: Menu bug with Forces part.
    • Fix: Kinematic animation in fast viewer for non-integer start frame.
    • Sort bone list by name, improve bone indices in clothing asset.
    • Fix: After painting on lod, lod node will fail to restore previous shading mode.
    • Fix: LOD crash bug – switching lod during simulation crashes max.
    • Fix: Wrong exporter file name like “C:\export\nc.PxProj.PXPROJ”.
    • Fix: Fast viewer for precision sensitive Domino sample case.
    • Fix: InitialSwing issue with SnailGames’ sample.

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Written by Zogrim

December 11th, 2013 at 1:23 am

Posted in PhysX Tools

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PhysX SDK 3.3.0: Final Release

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Final release of the new PhysX SDK 3.3 is now available for public, after two rounds of Beta Testing.

Update: PhysX SDK 3.3.1 is available

If you are not familiar with SDK 3.3 branch yet, we recommend you to refer Beta-1 and Beta-2 previews for features description, and for “The Evolution of the PhysX SDK” article for the performance improvements (and there are plenty) data.

As compared with PhysX 3.3 Beta-2, final release is including a set of bug-fixes among with minor improvements, and also more detailed documentation.

Full SDK 3.3.0 Release Notes can be viewed here.

PhysX SDK 3.3.0 Final Release (for PC, Linux, OSX, Android and WinRT) is available for download through APEX/PhysX Registered Developer Program (our registration guide).

Written by Zogrim

December 11th, 2013 at 1:14 am

Posted in PhysX SDK

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PhysX System Software 9.13.0927

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New 9.13.0927 PhysX System Software release is now available alongside with 334.35 GPU Drivers.

Official Release Notes are unknown.

You can download PSS 9.13.0927 from our server (35 mb)

Thanks to Stefan for the link.

Written by Zogrim

December 9th, 2013 at 7:45 pm

Posted in PhysX Drivers

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APEX Turbulence and Dynamic Fur – now in Call of Duty: Ghosts

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As promised earlier, PC version of Call of Duty: Ghosts title was recently patched to include a set of GPU accelerated physics effects.

Update: Dynamic Fur – technology overview and comparison video

New NVIDIA’s dynamic hair and fur simulation technology is making a debut in this game. It allows to realistically render and simulate multiple strands of fur on animals characters such as Riley the Dog.

In addition to the nice look (especially in motion), Dynamic Fur feature is utilizing DX Compute, according to the information we have recieved, and thus should be available to AMD users as well.

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Written by Zogrim

November 26th, 2013 at 10:06 pm

Turbulence effects will be added to Assassin’s Creed IV with a patch

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According to the “Graphics & Performance Guide” article, published at, upcoming PC version of the Assassin’s Creed IV: Black Flag title will not only feature graphics enhancements such as HBAO+ , TXAA anti-aliasing or improved shadows, but also include GPU accelerated PhysX effects in a form of APEX Turbulence based smoke and steam.

Update: Assassin’s Creed IV: Black Flag was patched to include Turbulence effects

If you played Batman: Arkham Origins, or checked out our “Batman: Arkham Origins Graphics & Performance Guide”, you’ll have seen the game-changing benefits our new GPU-accelerated PhysX APEX Particle system brought to the Batman prequel. In the not too distant future, an Assassin’s Creed IV: Black Flag game update will introduce APEX Particles that are manipulated by external forces such as gravity, wind, character movement, and explosions, courtesy of the APEX Turbulence system.

As in Batman: Arkham Origins, Assassin’s Creed IV’s APEX Particles will be further enhanced by the addition of Particle Shadow Mapping (PSM), which enables select particle effects to cast shadows, and self-shadow one another. This is particularly beneficial for thick, heavy smoke effects, such as Kenway’s smoke bomb, instantly emphasizing the density of the effect to the viewer, further increasing image quality.

However, one may notice that Turbulence effects won’t be avaialble at launch, but added later on in a patch.

Written by Zogrim

November 19th, 2013 at 7:47 pm

Posted in PhysX Games

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Introducing NVIDIA FLEX: unified GPU PhysX solver

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About a month ago, NVIDIA has revealed a new unified GPU accelerated physics framework – NVIDIA FLEX – at “The Way It’s Meant To Be Played” press event in Montreal.

Today, Miles Macklin, physics programmer at NVIDIA and lead-developer of the FLEX system, has joined us to share first-hand details about this exciting technology. So what is the NVIDIA FLEX exactly ? What are the main features of FLEX ?

Miles Macklin: FLEX is a multi-physics solver for visual effects.

It grew out of the work I did on Position Based Fluids, which was later extended to support two-way coupling between liquids and different object types such as clothing and rigid bodies.

The feature set is largely inspired by tools like Maya’s nCloth and Softimage’s Lagoa. The goal is to bring the capabilities of these off-line applications to real-time games.

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Written by Zogrim

November 12th, 2013 at 11:08 pm

Star Citizen and Project CARS will include GPU accelerated PhysX and APEX effects

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The NVIDIA’s “The Way It’s Meant to be Played” (Editors Day 2013) media event, which was held today in Montreal, has brought us some interesting, PhysX related news.

New games are joining the line of GPU PhysX titles, such as Star Citizen, an upcoming space flight simulator from Cris Roberts, fully crowdfunded by fans.

While it is still early to discuss exact details of the integration (since Star Citizen will be released somewhere in 2015), the plan is to have several APEX based features, such as particles, turbulence and clothing, in the game.

Since Star Citizen is based on CryEngine 3, we can expect a “PhysX SDK-less” integration, where APEX modules will work on top of CryEngine own physics system. Finally, some APEX features, such as simulated character clothing, may be available for AMD users as well, running on CPU.

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Written by Zogrim

October 17th, 2013 at 8:03 pm

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