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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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3 Years Anniversary

with 5 comments

Buried with Dark Void video, I’ve completely forgot about one thing – 17 January 2010 was 3 Years Anniversary of whole PhysXInfo.com project.

Back in Jan 2007 it was just one page with PhysX SDK based games list, settled on a 3d-party website (rubux.net, doesn’t exist anymore). In May 2008 I’ve desided to move to a free hosting (you may remember it – physx.cwx.ru), still site contained only regularly updated PhysX games and application table, but only in August 2009 PhysXInfo evolved to its current form – own domain name, news feed, comparison videos ans screens, forum.

So, thanks to all people who are helping and supporting me, or at least reading PhysXInfo sometimes :)

Zogrim.

Written by Zogrim

January 19th, 2010 at 1:25 pm

Posted in Website

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GPU PhysX in Dark Void: comparison video

with 4 comments

Dark Void is interesting title – at least from GPU PhysX perspective. It’s using brand new APEX Turbulence module for dynamic real time fluid smoke and particles simulations, which is looking much more realistic and natural then usual SPH-based smoke we’ve seen, for example, in Batman: Arkham Asylum.

Hovewer, more immersive gameplay came at great cost – Dark Void is most demanding GPU PhysX game currently.  Consider dedicated GTX260 GPU as minimum requirement for High PhysX settings.

In general, there are four PhysX modes in the game:

PhysX – Off: standart physics stuff, calculated on CPU – ragdolls, some dynamic rigid bodies, some particles. Default level for console versions.

PhysX – Low:  adds some dynamic particles – chunks and debris from bullet impacts, physically simulated sparks for Hypercoil and Magnetar weapons,  additional shards for destroyed enemies. We’ve seen such effects before, in almost every single GPU PhysX game, but this time there is really huge amount of particles, and they are not dissapearing for like half a minute or so.

Remark: The Low setting is the only setting that can be used to compare CPU PhysX effects versus GPU PhysX.

PhysX – Medium: additionally enables turbulence particle simulation for Disintegrator Gun. Each vaporazed enemy emits 30 000 particles, and there can be several simultaneous effects on-screen at once. As  ragdoll moves and rotates it imparts linear and angular forces into the fluid simulation, thus each disintegration is unique.

This mode is NOT available for CPU calculations, you just won’t be able to enable it without appropriate Nvidia GPU.

PhysX – High: includes all additional physics effects, and adds dynamic fluid smoke for Jetpack in Hover mode. Smoke simulation uses up to 100 000 particles, which are emitted every time whenever there is a change in applied power (i.e. the jetpack is turned on or off). This mode is NOT available for calculations on CPU.

Read the rest of this entry »

Written by Zogrim

January 18th, 2010 at 7:46 pm

Posted in PhysX Games

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Mafia II to use PhysX powered clothing ?

with 2 comments

Recently, Nvidia put some information sessions showing their upcoming next generation GF100 GPU (you can see previews all over the web now). But this article – “Sneak-peek at Nvidia’s Fermi” by neoseeker.com contains something really interesting:

It’s a demonstration video of new APEX Clothing module from PhysX Toolset, showcasing dynamic clothing simulation on “game character from upcoming game title” (left pic)

But we can’t be fooled – that’s Vito Scaletta – main character of upcoming Mafia II. (right pic).

GPU PhysX support in Mafia II was suggested previously, but now it’s more then obvious.

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Written by Zogrim

January 18th, 2010 at 2:02 pm

Posted in PhysX Games

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GF100 Technology previews are revealing new PhysX details

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Today NDA relative to new Nvidia GF100 (Fermi) GPU was partially lifted , and major websites have already published their technological previews of new architecture (without game benchmarks yet). Certain details on GF100 PhysX potentiality and PhysX Technology were stated accordingly, and here is our sum overview:

GF100 Preview by GURU 3D specifies GF100 physics computing capabilities – 2x times faster then GT200 arhitecture in Dark Void, and up to 3x in PhysX Fluid simulation.

NVIDIA GF100 Architecture and Feature Preview” article by hothardware.com adds new details on Supersonic Sled demo.

The Supersonic Sled Demo uses GPU particles systems for smoke, dust, and fireballs, PhysX physical models for rigid bodies and joints, which are partially processed on the CPU, tessellation is used for the terrain, and image processing is used for the motion blur effect.

Particles are strewn about and objects like a shack, bridge, and rock ledge crumble as the sled jets by. Hundreds of thousands to a million particles can be on the screen at any given time, all being managed by the GPU.

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Written by Zogrim

January 18th, 2010 at 1:14 pm

Posted in Articles, Reviews

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Dark Void: PhysX benchmarks roundup.

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Dark Void release is very close, and PhysX benchmarks are starting to emerge. We’ll try to gather all available info on one place.

You can check out game performance by yourself, using Dark Void PhysX benchmark.

[18.01.10] Dark Void: Physx-Shooter im Test by PCGameshardware.de (English Version)

That’s right – single GTX260 can’t handle Dark Void with APEX Turbulence effects enabled (Medium and High PhysX settings). Actually, dedicated GTX260 and above – official recomendation for High PhysX settings.

[22.01.10] Dark Void Review with PhysX Analysis by Gaming Heaven

Apart from game review itself, containts brief description of GPU PhysX effects and some benchmarks (test system – Core-i7 975, 3x 2GB DDR3 1600, NVIDIA GTX 295, NVIDIA GTX 260 PhysX)

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Written by Zogrim

January 18th, 2010 at 2:38 am

Posted in PhysX Games

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Dark Void: new PhysX powered screenshots

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Dark Void page at nzone.com was updated with new screenshots, demonstrating GPU PhysX effects in action. Most impressive are new APEX turbulence based smoke and dynamic particles for Jetpack and Disentegrator Gun accordingly.

In addition, other weapons are augmented with more “standart” particles effects – impact debris from bullet hits, physically simulated sparks and chunks.

As always, we’ll prepare long and boring comparison PhysX video after game release ;) Until then you can watch Dark Void PhysX trailer

Update: comparison PhysX video available

Update #2: PhysX patch and benchmark available

Written by Zogrim

January 17th, 2010 at 3:41 am

Posted in PhysX Games

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WeeklyTube Issue 20: PhysX video overview

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CarLab Physx Ogre3d Slow Motion by carlomaker

Stack of cars crash simulation with PhysX SDK inside Ogre 3D.

PhysX robot walk manual draft by highlordhades

Now some serious stuff. Simulation of robot walk with motorized joints and convex bodies.

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Written by Zogrim

January 16th, 2010 at 5:36 pm

Posted in WeeklyTube

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RayFire 1.49 Beta with 64-bit PhysX support

with one comment

Vadim Mir announced yesterday, that beta version of new RayFire Tool 1.49, built on 2.0 PhysX plug-in with 64-bit support, is ready to use. Details in quotes below:

Due to some new PhysX plugin restrictions some old features are not available atm, that is why it is 1.49 Beta. For now there is no Glueing and Imposible to use Grouped objects. But the most needed features like dynamic simulation and Interactive demolition work fine.

Also, since Nvidia still didn’t release PhysX plugin for public, you will need to get it and install manually. You can get it here:
http://developer.nvidia.com/forums/…90&st=0&start=0

For first 1-2 weeks 1.49 beta will be available only for licensed users.
To get it, please email to me with request and I will add it in your customer area.

P.S. Do not uninstall older 32 bit RayFire versions.

Source: cgsociety.org

Written by Zogrim

January 15th, 2010 at 5:14 pm

Posted in PhysX Middleware

Tagged with ,

Dark Void PC demo: without GPU PhysX support

with 2 comments

PC demo version of Dark Void emerges on the net recently. It’s just resembles console demo – 20 min of jetpack fun, ufo hijacking and some firefight on foot.

However, despite of fact that Dark Void is augmented with hardware accelerated PhysX support, this particular demo does not contain any GPU PhysX content (confirmed by Nvidia).

You can download PC demo (1.02 GB) of Dark Void via  FileFront | Fileplanet | WorthPlaying

Written by Zogrim

January 15th, 2010 at 2:50 pm

Posted in PhysX Games

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Unreal Development Kit: Apogee of Fracture Tests

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Unreal Development Kit (UDK) was released several month ago, but users are still playing with it’s PhysX SDK powered destruction and fracturing functionality. You can find tons of “Fracture Tests” videos on YouTube – from simple destroyable walls to a whole buildings.

Good illustration of fracturing tests apogee is this video from user v8matey, which containsts several destructible buildings and even road, that can be ripped into pieces.

We’ll just need to wait untill all this stuff will be used to enhance actual gameplay.

Written by Zogrim

January 14th, 2010 at 3:28 pm

Posted in Other

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