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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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AMD talking about PhysX: What has changed ?

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Year ago AMD’s opinion on PhysX was clear enough – it will die, if it remains a closed and proprietary standard.

Recently Bit-tech.net has published massive interview with Richard Huddy, AMD’s Worldwide Developer Relations manager, on game development,  competition’s progress, DX11 and other technologies. Of course, few words were said about PhysX – let’s focus on that and see what has changed for the past year.

About Batman Arkham Asylum (Link)

[Nvidia] put PhsyX in there, and that’s the one I’ve got a reasonable amount of respect for. Even though I don’t think PhysX – a proprietary standard – is the right way to go, despite Nvidia touting it as an “open standard” and how it would be “more than happy to license it to AMD“, but [Nvidia] won’t. It’s just not true! You know the way it is, it’s simply something [Nvidia] would not do and they can publically say that as often as it likes and know that it won’t, because we’ve actually had quiet conversations with them and they’ve made it abundantly clear that we can go whistle.

However, PhysX is a piece of technology that changes the gameplay experience and maybe it improves it. What I understand is that they actually invested quite a lot, Nvidia put in a hefty engineering time and they tried to make a difference to the game. So, in that aspect, I have respect for it; it’s a reasonable way to handle the situation given the investment in PhysX. Nvidia wanted a co-marketing deal and put forward PhysX, and Rocksteady and Eidos said, OK, as long as you do it – which they did.

Our commentary: It’s now hard to call PhysX irrelevant, when you have played Batman, isn’t it ? Another interesting part is different look on that ATI-NV PhysX licensing situation.

About ATI+NV PhysX setups ban (Link) | Nvidia’s position

They don’t want to QA it. The PC is an open platform, though – you’re meant to take any two parts and put them together. Intel don’t say “we’re not prepared to QA our CPUs with Nvidia or AMD’s graphics parts” when they obviously spend time QAing them because you want to build a system that works.

Our commentary: Yes, it’s looking, let’s say, not right for us too. That’s why we are doing our best to support PhysX Hybrids idea.

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Written by Zogrim

January 7th, 2010 at 3:00 pm

Posted in Articles, Reviews

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Dark Void with GPU PhysX will be shown at CES 2010

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We were little worried that Dark Void, staying without updates on GPU PhysX support status since first press-release, will follow the way of other “abandoned” PhysX titles, like Terminator Salvation. Fortunately, certain sources indicates that PC version of Dark Void is going to be shown at CES 2010, being held in Las Vegas on January 7-10.

According to capcom-unity.com, Dark Void “with special Nvidia-powered PhysX enhancements” will be presented at PC Gaming Alliance Booth – North Hall #5616.

Moreover, user Zed X, referring to invitation for CES show, reports on XtremeSystems.com forums that NVIDIA will showcase one GF100 (Fermi) card running Dark Void on three monitors setup, with PhysX effects and 3D Vision enabled.

We’ll try to keep an eye on this, and will inform you on all PhysX related news from CES.

Update: according to BigDownload.com, PC demo of Dark Void won’t be released, while console demos will be available this week.

Update #2: First Dark Void PhysX trailer

Written by Zogrim

January 5th, 2010 at 4:53 pm

Posted in PhysX Games

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WeeklyTube Issue 18: PhysX video overview

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CellFactor on Phenom II 940 BE, HD4870 and Asus PhysX P1 by ILAN12346

Cellfactor: Combat Training – demo shipped with Ageia PPU (May 2006). Physics is looking very good even today.

PhysX Cloth and Physics by badcompanydude

Playing with cloth is like watching fire – you’ll never get bored. Demos from PhysX SDK training programs.

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Written by Zogrim

January 2nd, 2010 at 12:40 pm

Posted in WeeklyTube

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ArcaniA: A Gothic Tale will use PhysX as physics engine

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According to recent Q&A roundup with developers, ArcaniA: A Gothic Tale, new title from Gothic series, will use PhysX SDK as physics engine.

Wird für die Physik Havok oder PhysX verwendet?
Was wird man für Physikspielereien im Spiel sehen außer die Umfall-Animation bei sterbenden NPCs (z. B. Fahnen etc)?

Spellbound verwendet dafür PhysX.

ArcaniA: A Gothic Tale is based on Vision Engine 7, which, in addition, includes both Havok and Bullet integrations, however PhysX SDK was preferred over other physics options. Meanwhile, since ArcaniA is console oriented, it unlikely will feature support of hardware accelerated PhysX effects, so PC version is going to be equal for ATI and Nvidia users. (Update: confirmed by developers)

It is noteworthy that previous Gothic games, like Gothic 3 and Risen, are based on PhysX SDK too.

Written by Zogrim

January 1st, 2010 at 5:26 pm

Posted in PhysX Games

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PhysX 2009: Year in Review

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Finally, it’s time to tally up a total – here is our brief summary on what PhysX Technology has achieved over the past year.

. GAMES

To be honest, situation with GPU PhysX games was not as good as Nvidia promised us previously. Far from “25 [games] between January and March 2009“, not to mention that previously announced hardware PhysX support was suspended in some titles, like Bionic Commando or Terminator Salvation.

Though, past year has brough us some memorable PhysX games, like Mirror’s Edge, Sacred 2, Cryostasis and, of course, Batman: Arkham Asylum. 7 titles with GPU PhysX content for 2009 -  in total.

Speaking of CPU PhysX – it’s adoption was growing rapidly, mostly thanks to asian developers and their countless MMOs. First iPhone games with PhysX engine saw light of day in Q1 2009 – now their library include more then 25 titles.

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Written by Zogrim

December 31st, 2009 at 12:23 am

Posted in Articles, Reviews

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GPU PhysX games in 2010: new details

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Chinese website EXPreview.com has brough us some interesting details about certain GPU PhysX games, targeting 2010 release. Slides directly from Nvidia provide us with info about additional PhysX features and 3D Vision support status.

Honestly, presented games are specific, oriented mostly on asian market, but don’t forget about major titles with GPU PhysX support, like Dark Void or Metro 2033.

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Written by Zogrim

December 29th, 2009 at 8:07 pm

Posted in PhysX Games

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GT 240 as dedicated PhysX card: benchmarks

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PCPOP.com website has published a bunch of benchmarks where GT 240, low-end 40nm GPU from Nvidia, is used as dedicated PhysX card alongside with GTX 260. System used for tests.

Performance with PhysX content, running on dedicated GT 220  (marked yellow on graph) is compared  to a single GTX 260,  calculating graphics and PhysX effects simultaneously (marked green).

Batman: Arkham Asylum.

Cryostasis

Star Tales

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Written by Zogrim

December 28th, 2009 at 4:44 pm

Posted in Articles, Reviews

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How to set up Hybrid PhysX system: video guide

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User Containforum has uploaded video guide on how to set up Hybrid ATI+NV PhysX system. It contains overview of all necessary drivers and mods, where to download them, and how to make them working together.

Other guides you may refer to: Link#1 | Link#2 | Link#3 | Link #4 | Link#5 | Link#6 | Link#7 <- it’s recommended to start from newer links.

Hybrid PhysX systems benchmarks: HD4870/5870+9500/9600GT | HD4850/5750+9800GT | HD5870+GT220 | 2xHD5870 + 9800GT | HD5870/GTX285 + 9800GT

Update: Catalyst 10.2 and extended display error fix – in addition, you’ll be able to use dedicated NV GPU for PhysX without necessity to extend display.

Written by Zogrim

December 27th, 2009 at 1:46 pm

Posted in Hybrid PhysX

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WeeklyTube Issue 17: PhysX video overview

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Glass Breaking with Rayfire Tool by fael097

Glass breaking simulation with Rayfire plug-in and PhysX solver

Gamestar Hardware – Ageia PhysX by GeneralFatman

Old video review of original Ageia PPU card, includes footages from Cellfactor: CT and GRAW. Bring memories.

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Written by Zogrim

December 26th, 2009 at 3:02 pm

Posted in WeeklyTube

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PhysX DCC plug-in v2.01 for 3ds Max now available !

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Christmas present from Nvidia – new PhysX DCC plug-in for 3ds Max is now available officially.

Update: new PhysX plug-in v. 2.40 for 3ds Max

Release Notes, thanks to Gavin Kistner:

This new plug-in has been rewritten from the ground up. A few highlights of the new release:

  • Support for Max 2008, 2009, 2010 (and when available, 2011), 32-bit and 64-bit.
  • A first-class toolbar and menu for creating and controlling the simulation.
  • A modifier-based approach to match workflow in 3ds Max, with greatly improved artist interface to the options.
  • A physical material system for using and adjusting physics properties on many objects at once.
  • Convenient constraint presets for common workflows.
  • Improved constraint visualization and performance.
  • Convenient ragdolls, deriving collision volumes from a skinned mesh.
  • Bake simulation results to keyframes for offline rendering.
  • Super simple samples created by engineers and yours truly.
  • New documentation rewritten from scratch.

This great progress comes at a slight cost, however. Some PhysX features available in the previous plug-in are not (yet) exposed on the new version. Fluids, cloth, force fields, and soft bodies are not supported with this release. As demanded and deemed important, we will be adding features and improving the plug-in for the next releases. (Look in particular for the inclusion of awesome APEX Clothing in an upcoming release.)

New tools are available for download via Developer Support Center. If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Once approved and logged in – Plug-ins are located under “Online Support” -> “Downloads” Tab

Update: Plug-ins leakedx86 version (Mirror #1; Mirror #2; Mirror #3) ||  x64 version (Mirror #1; Mirror #2; Mirror #3) – Source: CGPersia

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Written by Zogrim

December 24th, 2009 at 1:28 pm

Posted in PhysX Tools

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