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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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Some facts about GPU PhysX effects in Batman: Arkham Origins

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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.

Written by Zogrim

September 10th, 2013 at 9:58 pm

Posted in PhysX Games

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New 2.91 PhysX plug-in is featuring APEX Destruction support

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New PhysX DCC plug-ins for 3ds Max and Maya are now available for public download.

nvidia-physx

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.

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Written by Zogrim

September 3rd, 2013 at 10:40 am

Posted in PhysX Tools

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Call of Duty: Ghosts will be enhanced with GPU PhysX effects

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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.

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

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.

Turbulence effects in Warframe

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.

Written by Zogrim

August 23rd, 2013 at 9:10 pm

Posted in PhysX Games

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The Bureau: XCOM Declassified GPU PhysX effects showcase

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New trailer, that demonstrates GPU accelerated physics effects in a recently released The Bureau: XCOM Declassified title, was revealed today by NVIDIA.

As one may notice, GPU PhysX support in The Bureau includes intensive use of Turbulence and impact debris particles, and also physically simulated cloth objects.

Written by Zogrim

August 21st, 2013 at 7:00 am

Posted in PhysX Games

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PhysX System Software 9.13.0725

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nvidia-physx

NVIDIA has presented new official 9.13.0725 Release of the PhysX System Software.

Release Notes

- Fixes a bug that caused the Metro: Last Light to not be GPU accelerated on some systems.

You can download PhysX System Software 9.13.0725 from here.

Please Note: to play old PhysX SDK based games (released prior to 2007) one may require to perform a one-time install of special PhysX Legacy Driver.

Written by Zogrim

August 20th, 2013 at 7:21 pm

Posted in PhysX Drivers

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APEX 1.2.4 is available for download

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NVIDIA has released APEX SDK 1.2.4, which contains several minor bug-fixes.

Update: APEX 1.2.5 available

This version is compatible with latest PhysX SDK 3.2.4

APEX SDK 1.2.4 – Release Notes

  • APEX Framework 1.2.4
    • EditorWidgets header files added to binary distributions.
    • Added more asset previews for consistency.
    • PS3 gcc support has been deprecated in APEX 1.2.4 in favor of SNC. The gcc version is still included but not supported.
    • Fixed some allocations that were not going through the user-supplied allocator.
  • APEX Destruction 1.2.4
    • Fixed contacts not getting detected between PhysX bodies and destructibles when using GRB.
  • APEX Clothing 1.2.4
    • Fixed issues with teleport and reset.
    • Fixed a crash in tangent computations.
    • Fixed an issue where tangent results were different for skinned tangents.
  • APEX Turbulence / Particles 1.2.4
    • Fixed a rare condition issue due to improper scene locking with PhysX 3.2.x in turbulence.
    • Fixed GPU memory leak with turbulence/convex collision.
    • Fixed an LOD issue with ParticleIOS that could cause a crash.
Downloads

NVIDIA APEX SDK 1.2.4 can be downloaded through Developer Support Center (our registration guide).

Written by Zogrim

August 17th, 2013 at 2:59 am

SOE reveals EverQuest Next

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During the SOE Live 2013, Sony Online Entertainment has presented its next MMORPG title in the EverQuest series – EverQuest Next.

The game will be based on modified Forgelight engine, the one that powers PlanetSide 2, and will offer players an outstanding amount of creative possibilities (and destructive ones), thanks to the voxel-based terrain technology.

Moreover, according to our information, EverQuest Next will use multiple PhysX SDK and APEX features, as well as support GPU physics acceleration.

Written by Zogrim

August 3rd, 2013 at 10:39 am

Posted in PhysX Games

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SIGGRAPH 2013: Latest improvements to Position Based Fluids

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Our readers may remember Position Based Fluids – new and promising fluid simulation approach, which has got quite a bit of attention few months ago.

Miles Macklin, one of the authors of the PB Fluids method, has presented latest improvements to the algorithm at SIGGRAPH 2013 conference – namely, two-way interaction with rigid bodies and cloth objects, as showcased in the videos below.

* Two-Way Coupling with Rigid Bodies

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Written by Zogrim

July 25th, 2013 at 10:01 pm

The Bureau: XCOM Declassified to have advanced Cloth and Particle PhysX effects

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Recent IGN Commentary video has revealed that PC version of “The Bureau: XCOM Declassified“, third-person shooter with tactical elements from 2K Games, will feature, among other improvements, the support for GPU accelerated PhysX effects.

Update: GPU PhysX effects trailer

As one can notice (at 1:30), the Advanced Graphics options menu of The Bureau includes “PhysX Particles” and “PhysX Cloth” settings, that can be switched On and Off separately.

According to information we have recieved so far, The Bureau: XCOM Declassified will be based on PhysX SDK 2.8.4 and Unreal Engine 3, and will feature not only particle (mesh debris) and cloth effects, but also use APEX Turbulence module.

Written by Zogrim

July 19th, 2013 at 9:48 am

Posted in PhysX Games

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PhysX SDK 3.3 Beta is available for public

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NVIDIA has released PhysX SDK 3.3 Beta 2 – first public Beta release of the new major version of the PhysX SDK 3.x

Update: PhysX SDK 3.3.0: Final Release

PhysX SDK 3.3 introduces a broad set of the new features and also presents a vast performance improvement.

Please refer for SDK 3.3 Beta Preview for the detailed description of some of the features, and for “The Evolution of the PhysX SDK” article for the performance data.

PhysX SDK 3.3 Beta 2 – Release Notes

RELEASE HIGHLIGHTS

  • Added PhysXDevice/64.dll to the PC packages. See Windows readme for more details.
  • Added support for the NVIDIA Kepler GPU architecture.
  • Added support for the Nintendo Wii U console.
  • Added support for Windows 8 Modern UI applications (ARM and x86).
  • Ported our SIMD library to the ARM NEON architecture.
  • Multi Box Pruning (MBP) is offered as an alternative broad phase algorithm to Sweep And Prune (SAP). MBP shows improved performance when all objects are moving or when inserting large numbers of objects. Its generic performance might be inferior to SAP when many objects are sleeping.
  • Significant performance and stability optimizations for rigid body solver.
  • New function to compute the minimum translational distance and direction to separate two overlapping geometry objects.
  • Improved Persisten Contact Manifold (PCM) contact generation mode is now often faster and more robust than the still available legacy path.
  • Improved performance of scene queries and contact reports.
  • Improved behavior and performance of Continuous Collision Detection (CCD).
  • Reduced memory footprint of rigid body classes.
  • Added support for sharing shapes among rigid bodies.
  • Significantly improved cloth behavior and GPU performance.
  • Added support for cloth colliding against itself, other cloth instances, and scene geometry.
  • Improved useability of binary and xml serialization.
  • Memory can be saved for objects that do not participate in the simulation and are used for scene queries only. For details see the new flag PxActorFlag::eDISABLE_SIMULATION.

Full PhysX SDK 3.3 Beta 2 Release Notes can be viewed here.

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Written by Zogrim

July 11th, 2013 at 6:33 pm

Posted in PhysX SDK

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