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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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Lucid Hydra and ATI+NV PhysX: wrong way

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Many of you know that so called Hybrid PhysX setups (using ATI GPU for graphics and Nvidia GPU for PhysX – in one system) are officially banned by Nvidia. Unofficially – available through GenL PhysX mod. However, all this hacking and patching isn’t appropriate for certain users, not to mention that Nvidia can find a way to block Hybrids completely one day.

New Lucid Hydra, technology that can split graphics rendering even between  ATI and Nvidia GPUs in Multi-GPU setups, was rumored as compromising solution for Hybrid PhysX problem. (can’t say we believed in that).

Unfortunatelly, recent tests of MSI Big Bang Fuzion, first motherboard with Hydra Engine inside, have shown finally – No. It’s not working this way.

According to Big Bang Fuzion review by GURU 3D

What if you want to enjoy PhysX in X-mode? – well you can’t, as the minute the NVIDIA driver sees an ATI card, it will disable it.

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Written by Zogrim

January 13th, 2010 at 3:40 pm

Metro 2033 Q&A: details on PhysX support

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Recent interview by games.on.net with Olez Shishkovtsov, 4a-games Chief Technical Officer, covers technical aspects of Metro 2033 game engine and reveals new details on how PhysX SDK is used in the game.

games.on.net: Can you talk about PhysX and what this will add to the game?

Olez: We’ve done a lot of stuff with PhysX fluids. A lot of stuff with particles too, and there is a lot of destruction in the game. Destruction will be more lifelike with PhysX. Everything can destruct even without NVIDIA hardware, but with NVIDIA hardware it has much better fidelity.

There are a few things specific only to NVIDIA hardware. But as a game developer, we don’t want those to affect gameplay – it’s mainly visual fidelity, like smoke the smoke effects.

Source: games.on.net

Written by Zogrim

January 12th, 2010 at 10:10 pm

Posted in PhysX Games

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Hybrid PhysX: 2x HD5870 + 9800GT in Batman Arkham Asylum

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Pretty interesting video emerges on YouTube today. Batman: Arkham Asylum built-in benchmark was used to demostrate that Crossfire setup (2x HD5870) is actually working along with Nvidia GPU (9800GT), dedicated for PhysX calculations (author was using GenL PhysX mod, I guess).

However, with PhysX effects set to High, fps is bottlenecked with PhysX simulation, as it went from average 301 (with PhysX disabled), to average 125. Still, more than enough to play the game without any inconvenience.

Written by Zogrim

January 11th, 2010 at 2:35 pm

Posted in Hybrid PhysX

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Two Worlds II: better PhysX this time ?

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RPG called Two Worlds, developed by Reality Pump and released in 2007, was decent game, but from physics side we memorized it for it’s negligent implementation of PhysX SDK (on CPU) – badly tuned ragdolls in initial release, laggy cloth simulation (disabled with first patch) and Character Controller, that makes enemy archers a tiresome kill.

Add-on Two worlds: The Temptation,  announced in Q1 2008, evolves later on to a complete sequel – Two Worlds II, based on next-gen GRACE engine.

However, physics solution provider for Two World II was unknown, but Mirek Dymek, project leader, reveals in 12th issue of Antaloor Post (sort of devblog) that PhysX SDK is still used. According to Mirek, world becomes much more interactive compared to title’s predecessor, physics is used to simulate magic effects, moving cloth, chains and ropes in realistic way.

On first gameplay teaser you can notice character’s cape, simulated as cloth, and lamp on a chain dangling in the background.

Two Worlds II will be available for PC, Xbox 360 and PS3, status of GPU PhysX support is unknown currently.

Written by Zogrim

January 10th, 2010 at 7:07 pm

Posted in PhysX Games

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OgrePhysX: alternative PhysX wrapper for Ogre

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You may be familiar with NxOgre – complex and pervasive PhysX SDK wrapper for Ogre 3D engine, used already is serious commercial games, like Zombie Driver.

User Caphalor, who founds NxOgre “bit too big” for his purposes, decided to create small and simple alternative wrapper, and called it compactly – OgrePhysX

Library is based on PhysX SDK 2.8.3 and supports following features:

- PhysX initialisation
- bind scene nodes or other “PointRenderable” implementations to actors
- mesh cooking
- shape parameter system
- raycasting, sweeps
- contact report

OgrePhysX discussion thread | OgrePhysX Google Code page

Written by Zogrim

January 10th, 2010 at 5:04 pm

Posted in Engines and Wrappers

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PathEngine 5.23 supports scene data processing directly from PhysX SDK

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PathEngine, pathfinding and agent movement middleware toolkit, was updated to version 5.23.

Apart from other changes, like memory footprint and loading time optimisations, PathEngine 5.23 adds support for automatic ground meshes processing and building from third-party physics provider scene data – PhysX SDK and Havok.

PathEngine middleware was used in certain games, like Titan Quest, Stormrise and Pirates of the Burning Sea, and is going to be implemented into Metro 2033 and Just Cause 2.

Written by Zogrim

January 9th, 2010 at 4:24 pm

Posted in PhysX Middleware

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WeeklyTube Issue 19: PhysX video overview

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Users are starting to experiment with new 2.0 PhysX plug-in for 3ds Max, check videos below.

physx03.mov by ohanusorn

Rigid bodies and constraints, video captured from viewport.

Physx test2 by zunshiro

Rigid body simulation with PhysX plug-in. Fragmentation was made with VolumeBreaker from Cebas, afaik.

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Written by Zogrim

January 9th, 2010 at 3:42 pm

Posted in WeeklyTube

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Metro 2033: Story Trailer

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Second trailer from Metro 2033 gives sneak-peek of game’s story, gloomy and anxious as post-apocalyptic Moscow metro tunnels.

Metro 2003 is going to be heavily augmented with GPU PhysX effects, and is just several months away from release. Our personal favorite for Q1 2010.

Written by Zogrim

January 8th, 2010 at 2:45 pm

Posted in PhysX Games

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Dark Void PhysX trailer

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World’s first PhysX trailer from Dark Void was uploaded to YouTube.

It’s showcasing some nice particle effects for Desintegrator Gun and Jetpack, made with APEX Turbulence module. You also can notice small chunks and debris, breaking off from destroyed enemies.

Update: hands-on impression by Shacknews

The additional special effects kicked in by turning on PhysX are all just cosmetic touches but boy do they make an impact. Dark Void’s jet pack puts the turbulence modelling to good use as each of the twin exhaust plumes swirls and realistically responds to momentum independently. It looked strikingly realistic as I pulled off aerial manoeuvres.

PhysX also provides a number of flashy weapon effects. Hitting an enemy with the disintegrator gun, for example, cause them to disperse in a wisp of particles on the wind. As nice as the console editions look, these effects give the PC version a real visual pop.

With both PhysX and 3D turned on, though, I found the combination distracting. The turbulent jet exhaust that had looked so good became a distraction as it didn’t quite line up correctly with the rockets. All the particle effects from weapon fire still looked pretty but also noticeably increased my eyestrain. I’m not sure whether this was due to their taxing the system or my sight but either way it was uncomfortable.

For my money, I’d probably play the game through with the PhysX effects turned on and leave the 3D as an occasional thing to turn on and fly around a level that it works well with.

Written by Zogrim

January 8th, 2010 at 1:50 am

Posted in PhysX Games

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CES 2010: Supersonic Sled PhysX demo

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While Nvidia fans and consumers are waiting for live demonstration of long-awaited GF100 (Fermi) GPU on CES 2010, we are focused on new PhysX demos and games that Nvidia, without doubt, has brought to CES.

Thanks to PC Watch website, sneak peak on GF100 demo system is already available (video by TweakTown)

More interesting, Nvidia will demonstrate special “Supersonic Sled” PhysX demo on this system, according to PC Games Hardware

Nvidia confirmed to PC Games Hardware that there will be a special Physx demo, called Supersonic Sled, on display at the CES. The rocket that is shown, isn’t just animated physically correct, but also offers the appropriate smoke – the destructible obstacles are animated correctly, too. The demo supports DirectX 11 and 3D Vision.

Update: Supersonic Sled demo was shown running on Thermaltake Element system, with three GF100 GPUs inside. Only one demo screenshot is present, blurry because of stereo effect (click to view full pic)

Source: computerbase.de

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Written by Zogrim

January 7th, 2010 at 4:18 pm

Posted in Other

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