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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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Game Engine Architecture and Nvidia PhysX: video lecture

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Driven by Joe Andresen from SUN Microsystems, this 51-minute long video lecture is part of Sonoma State University colloquium. Talk is covering some aspects about how PhysX SDK works in standart game engine environment as physics engine,  how to organize engine pipeline and rendering system correctly, etc – might be interesting for starting programmers.

Source: CSUSonoma

Written by Zogrim

October 1st, 2009 at 11:59 pm

Posted in Articles, Reviews, PhysX SDK

Tagged with ,

GTC: PhysX demonstrations from Jen-Hsun Huang keynote

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During opening Keynote with Jen-Hsun Huang at GPU Technology Conference, several PhysX applications were used to demonstrate computing capabilities of new Fermi architecture. We are now able provide a little more details.

SPH-fluid simulation with Navier-Stokes solvers demo was built using 128 000 particles to create realistic realtime water behavior.

PhysX_Fluids_1 PhysX_Fluids_2

PhysX_Fluids_3 PhysX_Fluids_4

Update:

PhysX Wall Destruction demo is using APEX Destruction Module to simulate wall being destroyed by the impact of flying ragdolls. Over 10 000 rigid bodies represents debris and wall chunks – all being processed and fully self-shadowed by the GPU.

PhysX_Destruction_1 PhysX_Destruction_2

PhysX_Destruction_3 PhysX_Destruction_4

Update #2:

Video for PhysX fluid demo available

Read the rest of this entry »

Written by Zogrim

October 1st, 2009 at 8:49 am

Posted in Other

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PhysX SDK 2.8.3. available

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nvidia-physx

32-bit and 64-bit builds of newest PhysX SDK 2.8.3., along with 9.09.30 PhysX System Software are available for download at PhysX Developer Support site, but we think it won’t take long until SDK will appear as public download.

Update: Changes in PhysX SDK access procedure

Meanwhile, some highlights from Release Notes:

General

  • This release enables clothing simulation. These new features are required to run the APEX clothing module.
  • The release also adds a hierarchical solver for cloth (HPBD Solver).
  • Introduction of split pair notification for cloth (existed for soft bodies only in previous versions).
  • Improved statistics to track GPU memory utilization.
  • Updated with 64Bit Windows support.

Performance

  • The hierarchical cloth solver runs before the regular solver at each time step. This does not immediately improve cloth simulation performace. However, running the hierarchical solver achieves the same stiffness of the cloth with fewer solver iterations of the regular solver. Thus, the performance is increased by explicitly reducing the number solver iterations.
  • Added support to run force field updates on the scene’s worker threads.

Fixed Bugs

  • NxArray::insert() did not work properly if elements were inserted anywhere else than at the end of the array.
  • Crash when fluid tries to access invalid convexes. Mirrored convexes can get corrupted when a heap allocation fails.
  • GPU fluids: Force and deletion updates are performed on wrong particles in case the updates address particles that have been added since the last execution of NxScene::simulate().
  • GPU fluid mesh collision kernel crashes on GT200 cards due to heavily unbalanced workload.
  • GPU fluids: Releasing static primitive rigid body shapes has no effect on particle collision.
  • Concurrency issues with multi compartment scene configurations.

Written by Zogrim

October 1st, 2009 at 1:37 am

Posted in PhysX SDK

Tagged with ,

ATI + PhysX ban: even Ageia PPUs are affected ?

with 14 comments

ppu_banned

Following Geeks3D report on that recent driver update disables PhysX hardware acceleration not only for Nvidia GPUs, but for Ageia PPUs as well (if non-Nvidia graphics card is present in the system) we’ve desided to perform small investigation.

Test methodology is simple enough: we’ll use certain sample from PhysX SDK 2.8.1 Build 13 to identify if Ageia PPU is working and initializing properly with different PhysX drivers on several systems with Nvidia and ATI GPUs.

Used PhysX System Software – 8.09.04 (last one with direct PPU support) and newest 9.09.0814 installed above 8.09.04 (PPU won’t be recognised on pure 9.09.0814 drivers)

GeForce System #1 – GTX275 + Ageia PPU

ppu_080904 ppu_09090814

PhysX driver 8.09.04                                                         PhysX driver 9.09.0814

GeForce System #2 – GTX295 + Ageia PPU (thanks to JeGX from Geeks3d)

physx-cloth--ageia-ppu-hw-mode-80904+9090814-geforce-gtx-295

PhysX driver 9.09.0814

As you can see, in both cases Ageia PPU was recognised properly by the system, and hardware acceleration is working too (test applications indicates that both scene and cloth simulations are running in hardware)

What will happen if we’ll try same scenario, but now with ATI GPU installed in the system ?

Read the rest of this entry »

Written by Zogrim

September 30th, 2009 at 4:20 pm

Posted in PhysX Drivers, PhysX Hardware

Tagged with , ,

PhysX 3DS Max 2.0 Plug-in features preview

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Thanks to Gavin Kistner, Nvidia PhysX plug-ins manager and designer, we can now take a print of what features and improvements 2.0 PhysX plug-ins (currently in development) will have over current generation DCC tools

Following overview is related to PhysX Plug-in for 3DS Max, but we think Maya plug-in feature set won’t differ much.

There’s a proper PhysX toolbar providing access to commands and simulation control, and a proper panel for setting global parameters.

The new plug-in has been heavily overhauled to better support Max workflow. Rigid Bodies are created as modifiers (constraints are still separate helpers). You can change attributes of the modifier, or the underlying geometry, and changes are automatically reflected in the simulation.  There are sub-object modes in the modifier for visualizing and controlling the Initial Velocity and Spin directions. We have a much better presentation of all attributes.

The physical mesh shapes (Sphere, Box, Capsule, Convex Hull) wrap around the geometry nicely by default. You can regenerate a convex hull with specified inner (deflation) or outer (inflation) offset. You can convert a convex hull to an Editable Mesh, tweak vertices, and get those changes reflected on the shape.

If all works as planned, it should be pretty clear and easy how to use multiple physical meshes for a single object.

The D6 joints have been heavily worked on to be more useful. The visualizations are improved. For a minor convenience, there are toolbar buttons to create a joint with common presets (e.g. Hinge, Ball & Socket, Sliding, etc.). The presentation of the attributes has been greatly simplified and clarified in the new rollouts.

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Written by Zogrim

September 29th, 2009 at 2:54 am

Posted in PhysX Tools

Tagged with , ,

WeeklyTube Issue 4: PhysX video overview

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Time for another PhysX related videos overview. This week Batman Arkham Asylum hardware PhysX content is still top discussed theme, and new videos are emerging fast every day.

Batman AA – PhysX by benchmarkpl

This video is showing dynamic cloth paper stuff in action with different PhysX (High/Normal) settings.

Batman Arkham Asylum Benchmark – PhysX Comparison by bloody2k

Another built-in benchmark overview, but this time with side-by-side comparison scheme followed by classic Batman show music.. nice.
Read the rest of this entry »

Written by Zogrim

September 25th, 2009 at 8:55 pm

Posted in WeeklyTube

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Darkest of Days 1.04 patch released

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darkest-of-days

8monkey Labs devteam has prepared first patch for Darkest of Days title.

Some release notes highlights:

  • Added support for more mouse buttons
  • New PhysX system software (in fact it’s old 9.09.0814)
  • Fixed crash in “Rebel Yell” mission
  • Fixed ATI driver crash in Pompeii part 1
  • Fixed “save while dead” bug from zeppelin mission
  • Fixed bug where starting a new game immediately after finishing an old one resulted in all missions staying complete
  • Fixed benchmark/load screen interaction issues
  • PhysX particle code safeties

You can download Darkest of Days 1.04 patch here

Written by Zogrim

September 23rd, 2009 at 3:22 pm

Posted in PhysX Games

Tagged with ,

PhysX System Software 9.09.0914

with one comment

nvidia-physx

New 64-bit ready version of PhysX System Software is released. It contains updated .dlls for SDK 2.8.1 and runtimes for new SDK 2.8.3.

Another feature – installation paths are changed now, so all vital libraries and files are stored in “..\Program Files\NVIDIA Corporation\PhysX” folder instead of “..\Program Files\AGEIA Technologies” – this also makes PhysX drivers more compatible with Windows 7 OS.

Yon can download newest PhysX 9.09.0914 driver from our server, or just wait until it appears at nvidia website.

Mirror Link: Rapidshare

Written by Zogrim

September 22nd, 2009 at 9:51 pm

Posted in PhysX Drivers

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GPU PhysX in Batman Arkham Asylum: full version

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We are proud to present our new PhysX comparison video – for Batman Arkham Asylum retail PC version. Currently, this title has most impressive, advanced and complex hardware PhysX effects from all GPU PhysX games line.

Our Batman: Arkham Asylum PhysX mini-site is located here.

Written by Zogrim

September 21st, 2009 at 7:25 am

Posted in PhysX Games

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WeeklyTube Issue 3: PhysX video overview

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As PC version of Batman: Arkham Asylum finally comes out, various PhysX related videos starting to emerge, and yes – we are preparing our full-scale comparison video too.

Batman Arkham Asylum Gamplay and Sweet PhysX by Cal627

Good video, showing various scenes with hardware PhysX effects – cloth, smoke, rigid bodies, etc.

Batman Arkham Asylum – Benchmarks & Nvidia Physx by PCGamesHardware

Three different PhysX settings (High vs. Medium vs. Off) are compared in this video, using benchmark, built into Batman title.
Read the rest of this entry »

Written by Zogrim

September 18th, 2009 at 10:05 pm

Posted in WeeklyTube

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