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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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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 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

Read the rest of this entry »

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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PhysX System Software 9.13.0604

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And yet another PhysX System Software release – 9.13.0604 – has arrived with leaked 320.39 GPU Drivers.

Update#2: Official download

Update: 9.13.0604 release contains a fix for a bug, that was able to cause a crash in Metro: Last Light built-in benchmark. In addition, it resolves various installion bugs, that caused the installation to fail on some systems.

You can download PSS 9.13.0604 from our server (27 mb)

Thanks to Stefan for the link.

Written by Zogrim

June 23rd, 2013 at 10:32 pm

Posted in PhysX Drivers

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Batman: Arkham Origins will feature GPU PhysX effects as well

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More interesting news are coming from NVIDIA Press Event (Editor’s Day), which was held recently at E3 2013.

It is now confirmed that Batman: Arkahm Origins, third game in the award-winning Batman Saga, will support GPU accelerated PhysX effects.

Both Batman: Arkham Asylum and Batman: Arkham City are ones of the best games in the GPU PhysX pocket, so we hope that Arkham Origins will not dissapoint us as well.

Written by Zogrim

June 12th, 2013 at 9:28 pm

Posted in PhysX Games

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The Witcher 3 will support GPU PhysX, now officially

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As the PhysX SDK and APEX integration was announced for The Witcher 3: Wild Hunt, new RPG title from CD Project Red, the only question was bothering us – will the game actually include hardware accelerated PhysX effects?

Finally, the following photo from the NVIDIA Editor’s Day presentation at E3, revealed recently by Igor Stanek, Head of NVIDIA EMEAI Tegra PR, is putting an end to the debate – The Witcher 3 will officially support GPU PhysX, along with other enhancements.

So far, we do not have any detailed information about PhysX SDK (we only assume that PhysX 3 will be used) integration or level GPU PhysX effects.

We can only say that “Fur and Hair”, mentioned in the slide, are related to actual physically simulated hair and fur technology (APEX Hair & Fur), presented previously.

Read the rest of this entry »

Written by Zogrim

June 12th, 2013 at 12:20 pm

Posted in PhysX Games

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