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Real-time simulation and rendering of realistic hair and fur
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.
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.
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.
According to the “Graphics & Performance Guide” article, published at GeForce.com, 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.
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.
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.
PhysXInfo.com: 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.
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.
A little bit late, but PhysXLab 1.2.4 has arrived, finally.
This version in compatible with APEX SDK 1.2.4 and includes several bug-fixes.
|PhysXLab 1.2.4 – Release Notes|
- New Features
- APEX 1.2.4 support.
- PhysX SDK 3.2.4 support.
- Smoothing groups preserved from imported mesh.
- Fix for DCC/PhysXLab destructible import problem with multi meshes.
- DE7941: UV-based cutout face selection tool re-enabled.
- Misc. changes
- GRB playground mode removed.
Many of you have probably already seen the first PhysX trailer for upcoming Batman: Arkham Origins title, extracted from PAX 2013 stream and narrated by Tom Petersen.
Update: official trailer
However, we were able to abtain some additional and interesting information on GPU PhysX support in the new Batman game.
- Arkham Origins is using PhysX SDK 2.8.4, coupled with newest APEX 1.3.
- The game will be very heavy on Turbulence effects – all the interactive fog and steam, as seen in the video, is based on APEX Turbulence module. More common SPH particles, known from other PhysX games, will be not present in Arkham Origins.
- Dynamic snow is a complex simulation, that is using a set of vortex, attractors, jets, turbulence grids, and noise field samplers.
- The game will have certain amount of environmental cloth assets (paper, banners, etc), but no enhanced clothing on character.
- GPU Rigid bodies or APEX Destruction module will be not used in Batman.
Batman: Arkham Origins is scheduled for release on October 25, 2013.
New PhysX DCC plug-ins for 3ds Max and Maya are now available for public download.
Both 2.91 plug-ins contain usuall set of bug-fixes and minor improvements, however, 3ds Max version also presents some interesting new features.
One of them is the integrated APEX Destruction module authoring pipeline (previously only available via PhysXLab), which allows artists to create, tweak and test destructible assets right inside 3ds Max.
Another one is so-called Simulation Sets – basically, an advanced collision filtering feature, which works for rigid bodies and cloth objects.
Quite interesting news have arrived from Gamescom 2013 today – Call of Duty: Ghosts, new installment in the Call of Duty series, will include additional GPU accelerated PhysX effects on PC.
According to our information, COD: Ghosts will be the first game to feature several new additions to the APEX Turbulence module, related to rendering of the effects.
In current games (such as Warframe or The Bureau: XCOM Declassified), Turbulence effects, while having on complex eulerian simulation underneath, are usually visualized as a particle clouds, with each particle visibly separated one of each other.
New Call of Duty, in comparison, should bring us natural-looking, fully physically simulated volumetric smoke and dust effects with the quality, close to those seen in pre-rendered VFX scenes.
And paired with Batman: Arkham Origins, Call of Duty: Ghosts will make this autumn quite exciting for every gamer, interested in PhysX technology.