PHYSX NEWS PHYSX SDK
PROJECTS TABLE
GPU PHYSX
GAMES INFO
PHYSX
ARTICLES
PHYSX WIKI FORUM
РУССКИЙ ENGLISH


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.

More..

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

More..

Introducing NVIDIA FLEX: unified GPU PhysX solver

Introducing NVIDIA FLEX: unified GPU PhysX solver

Universal particle-based physics solver

More..

The Evolution of PhysX SDK, performance-wise

The Evolution of PhysX SDK, performance-wise

PhysX 2.8 vs PhysX 3.x vs Bullet

More..

GPU PhysX is now officially enabled in PlanetSide 2

with one comment

Very similar to Hawken, GPU PhysX support in another free-2-play MMO title, PlanetSide 2, has a multi-staged history – basic integration in Closed Beta, unfulfilled promises after the release, unofficial way to enable the effects later on.

Update: official PhysX trailer by NVIDIA

And now, finally, we are glad to inform you that GPU Physics option can now be officially enabled in PlanetSide 2.

PlanetSide 2 is build on a brand new ForgeLight engine from SOE, which features a two layers of PhysX and APEX integrations – a basic CPU physics layer, based on PhysX SDK 3.2, which power all the collision and hit detection, character controllers and vehicle physics, and also an extra GPU accelerated physics effects layer, which is working working on APEX Particles and APEX Turbulence modules.

GPU PhysX effects, present in PlanetSide 2, can be devided into two categories – various types of impact debris effects (sparks, rock pieces, metal chards, wood splinters, etc) and Turbulence particles, applied to objects such as jump-pads, grav-elevators, healing grenades, teleporters and so on.

All the effects are done really well, from both artistical and technical standpoint, and also present a dramatic enhancement to the visual look of the game. PlanetSide 2 is a must-play, or at least must-see, for every user interested in PhysX Technology.

Head on over to the PlanetSide 2.com to enlist, and if you are interested in technical details behind PhysX effects, don’t forget to check “Maximizing PhysX-based particle effects in Planetside 2” article on NVIDIA Developer Zone.

Written by Zogrim

March 20th, 2013 at 11:17 pm

Metro: Last Light will feature Advanced PhysX yet again

without comments

We haven’t heard anything about GPU PhysX support in Metro: Last Light, sequel to the critically acclaimed Metro 2033 title from 4A Games, for so long, that we were actually started to thing that it was lost somewhere on the way.

Update: Metro Last Light – GPU PhysX effects explored

However, a recent Metro hand-on video by PCGamesHardware finally sheds the light on this burning question – Metro: Last Light will have support for extra PhysX effects, called here “Advanced PhysX“, just as in the previous game.

Now one can only guess, what kind of the additional PhysX content Last Light will be able to offer us this time – the original Metro 2033 title included only shallow particle and smoke effects.

Metro: Last Light will be landing on the shelves on May 14 in US and May 17 in Europe.

Written by Zogrim

March 20th, 2013 at 4:11 pm

Posted in PhysX Games

Tagged with

Warframe goes Open Beta, showcases GPU PhysX effects

with one comment

If you are following our news line closely, the fact that Warframe will support GPU PhysX will not  be a surprise for you – we have already wrote an article about the status of PhysX SDK and APEX integration in this upcoming MMO-cooperative shooter from Digital Extremes.

Now, the official announcement and comparison video from NVIDIA are about to bring this title to the broader audience.

Powered by Digital Extremes’ own Evolution Engine, Warframe not only uses PhysX SDK 3.2 for collision detection, rigid body physics and ragdolls, but also includes extra PhysX effects through APEX Particles 1.2 and APEX Turbulence 1.2 modules.

Read the rest of this entry »

Written by Zogrim

March 19th, 2013 at 11:05 pm

Posted in PhysX Games

Tagged with , , , ,

GPU PhysX in Hawken

with 12 comments

GPU PhysX integration in Hawken, free-to-play mech shooter from Adhesive Games, has a long and yet ongoing story – preliminary PhysX effects have emerged in Alpha and Closed Beta versions, then they have undergone a significant overhaul in Open Beta release.

Update: Hawken – GPU PhysX Profile

Update #2: Upcoming PhysX features in Hawken – Destructible Environments

And now, recent “Raider” update has added a set of new, APEX Turbulence based particles effects, and we think that GPU PhysX support in Hawken has grown up enough to be reviewed.

Read the rest of this entry »

Written by Zogrim

March 16th, 2013 at 3:03 am

APEX SDK 1.2.3 is now available

with 10 comments

NVIDIA has released an updated version of APEX SDK.

Update: APEX SDK 1.2.4 is available

New version is compatible with latest PhysX SDK 3.2.3, and also includes a bunch of bug-fixes and some minor new features.

APEX SDK 1.2.3 – Release Notes

  • APEX Framework 1.2.3
    • NxResourceProvider is now case-insensitive by default. To get the old case-sensitive behavior, set resourceProviderIsCaseSensitive true in the NxApexSDKDesc.
    • Fixed issues with re-entrant read locks.
  • APEX Destruction 1.2.3
    • GPU rigid bodies are no longer supported on pre-Fermi hardware.
    • Added actor synchronization filtering by damage event depth and fracture event depth.
    • Added NxDestructibleActor::setDeleteFracturedChunks() to tell a destructible actor to delete its fractured chunks instead of simulating them.
    • Added NxUserDestructibleSyncHandler::onPreProcessReadBegin() and NxUserDestructibleSyncHandler::onPreProcessReadDone() callbacks.
    • Edited NxUserDestructibleSyncHandler::onReadBegin() callback. Removed NxUserDestructibleSyncHandler::onSwizzleDone() callback.
    • Added NxDestructibleActorSyncState struct. Edited NxDestructibleActor::setSyncParams() method.
    • Edited NxDestructibleActor::setHitChunkTrackingParams() method.
    • Added new NxDestructibleAssetStats: maxHullVertexCount, maxHullFaceCount, chunkWithMaxEdgeCount.
    • NxDestructibleAsset::createDestructibleActor() renamed to NxDestructibleAsset::createDestructibleActorFromDeserializedState().
    • NxDestructibleActor::getPartTM() renamed to NxDestructibleActor::getChunkTM().
    • IExplicitHierarchicalMesh::IConvexHull::reduceHull function removes vertices from a convex hull until the given limits are reached (after cooking).
    • Added both the destructible actor pointer and the chunk index to the NxApexPhysX3Interface::setContactReportFlags() callback when PhysX 3.x shapes are created.

Read the rest of this entry »

Written by Zogrim

March 15th, 2013 at 10:58 am

Full GPU PhysX support will be coming to Hawken in March 5 update

with one comment

Online free-to-play mech shooter Hawken will be getting a major update on March 5. This so-called “Raider Update” will not only introduce the new Raider mech with new weapons, a new Facility map and plenty of balance tweaks, but will also add an option to enable full-scale GPU PhysX effects.

Update: GPU PhysX in Hawken – review and benchmarks

PhysX High Option: PhysX particles can now be set to High in the Video Settings menu. High (NVIDIA Only) Option will be grayed out if your computer does not meet required specifications.

Hawken High PhysX

So far, the game includes only a set of basic PhysX particle effects (that can be called “Medium” PhysX settings) such as impact debris and chunks, while “High” PhysX option should also enable APEX Turbulence based particles.

Be sure to check back on PhysXInfo.com for effects comparison video and PhysX review after the update.

Written by Zogrim

March 2nd, 2013 at 1:09 pm

Posted in PhysX Games

Tagged with , , ,

New 2.88 PhysX plug-ins for 3ds Max and Maya

with 2 comments

Updated versions of PhysX plug-ins for 3ds Max and Maya, 2.88.00227 and 2.88.00222 respectively, are now available for download.

Update: 2.89 PhysX plug-ins released

nvidia-physx

The release supports latest APEX 1.2.2 and PhysX SDK 3.2.2 and also includes several critical bug-fixes.

2.88.00227 PhysX plug-in for 3ds Max: Release Notes

  • New Features
    • Updated PhysX 2.8.5 and 3.2.2
    • Updated APEX 1.2.2
    • Make 3.x SDK as default.
    • Support exporting without prompt dialog.
    • Rigid Body: expose script support for clothing type shape, radius bone and type.
  • Fixes
    • Fix for the crash when 3ds Max Loading if mParticles installed. Also fix the crash when opening a file with mCloth/mParticles content.
    • Fix a bug, if a scene contains a ragdoll, and open the viewer, max will crash when exit.
    • Fix clothing baking script issue, making pxBakeClothing() work.
    • Fix capsule collision with clothing in 3x mode.
    • Fix the bug ‘Pick Ragdoll Shapes’ dialog doesn’t work under 2.8.
    • Fix material and submesh parsing issue for a specific user.
    • Fix the bug save the num of ContactAgent with a size_t value.
    • Fix on a crash defect in weld algorithm.
    • Fix the Bug translating the mesh of a ragdoll in an old file will have doubled translation.
    • Fix Global scaling support.
    • Fix a bug 1745-8317534: Projection mode is not exported correctly to the RepX XML format.
    • Fix Bug #7190: PhysX 3.x connect sphere issue disable in Max 2009 SP1.
    • Fix Bug #7192: Backstop forces See-through mode.
    • Fix Bug #5747: Script error when using “Pick source object” on original object.
    • Fix Bug #5869: Color of rigid body does not differ for kinematic/dynamic ragdoll.
    • Fix Bug #7199: button missing from Root translation dialog.

Read the rest of this entry »

Written by Zogrim

March 1st, 2013 at 12:34 pm

Posted in PhysX Tools

Tagged with , , , ,

PhysX SDK will replace Havok in The Witcher 3

with one comment

A few years ago, CD Project Red has licensed Havok physics engine and animation system for upcoming game titles. As result, the highly acclaimed The Witcher 2: Assassins of Kings title was using Havok based physics.

Update: The Witcher 3 will support GPU PhysX, now officially

As company’s next generation REDengine 3 was announced, it would be natural to expect that future games utilizing this engine, such as The Witcher 3: Wild Hunt, will continue to rely on Havok technology.

However, in a recent interview with PCGamesHardware, it was revealed by the developers that PhysX SDK will be used in The Witcher 3 as the physics engine (and this was confirmed by our sources as well). In addition, NVIDIA APEX integration will provide additional features such as cloth simulation and realistic destruction.

As of yet there is no information if GPU acceleration will be supported by The Witcher 3 or if other CD Project Red projects, like Cyberpunk 2077, will use PhysX based physics too.

Written by Zogrim

March 1st, 2013 at 11:32 am

Posted in PhysX Games

Tagged with , , ,

PhysX Research: Position-based Methods for the Simulation of Solid Objects

with 7 comments

Position-based Methods for the Simulation of Solid Objects in Computer Graphics” – recent paper by Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA, and others.

Paper provides in-depth overview of special class of simulation methods, namely position-based approaches, for solid objects, such as rigid bodies, cloth and softbodies.

The dynamic simulation of solids has a long history in computer graphics. The classical methods in this field are based on the use of forces or impulses to simulate joints between rigid bodies as well as the stretching, shearing and bending stiffness of deformable objects. In the last years the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, unconditionally stable and controllable which make them well-suited for the use in interactive environments.

Position-based methods are not as accurate as force based methods in general but they provide visual plausibility. Therefore, the main application areas of these approaches are virtual reality, computer games and special effects in movies.

This state of the art report covers the large variety of position-based methods that were developed in the field of deformable solids. We will introduce the concept of position-based dynamics, present dynamic simulation based on shape matching and discuss data-driven approaches. Furthermore, we will present several applications for these methods.

Some of the described techniques were used in PhysX SDK (as well as other physics engines) for a long time, some have been implemented only recently, other are yet ander active research.

Written by Zogrim

February 26th, 2013 at 7:51 pm

NVIDIA is continuing to be a partner for physics middleware on PlayStation 4

with 2 comments

Recent announcement of Sony’s next-generation PlayStation 4 console has revealed that the new gaming system will be equipped with custom AMD GPU, capable of GPGPU computations – for example, physics simulation. To showcase its processing power, a live demo of GPU accelerated particle simulation, running on the Havok engine, was demonstrated during the event.

Update: official press-release

Update #2: PhysX SDK and APEX – now on Xbox One

PS4 logo

An opinions began to emerge, that NVIDIA PhysX SDK engine and PhysX Technology as a whole won’t find its place in the world of next-generation consoles and, thus, will be abandoned quickly.

However, official “PlayStation 4 Tools & Middleware Developers” page says that “following middleware companies have their innovative technology solutions available right now to support PlayStation 4 developers”:

Since NVIDIA does not own any AI or Animation middleware, it is pretty clear that PhysX SDK physics engine is implied here. PhysX SDK will support PlayStation 4 and is already available for developers, as our sources, close to the industry, can confirm.

It is yet unclear, how the situation with GPU acceleration (you know, that “NVIDIA technology running on AMD hardware?!?!” stuff) will be handled on PS4 , but it is now certain – PhysX is here to stay.

Read the rest of this entry »

Written by Zogrim

February 22nd, 2013 at 10:42 pm

Copyright © 2009-2014. PhysXInfo.com | About PhysXInfo.com project | Privacy Policy
PhysX is trademark of NVIDIA Corporation