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


:: Back to news index ::

Archive for the ‘Batman’ tag

Some facts about GPU PhysX effects in Batman: Arkham Origins

with 26 comments

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

Tagged with , , ,

Batman: Arkham Origins will feature GPU PhysX effects as well

with 4 comments

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

Tagged with , ,

Getting GPU PhysX effects into games: interview with NVIDIA Content Team

with 2 comments

Certainly, many of you will agree that the addition of GPU PhysX effects to PC games has a positive influence on overall gaming experience and immersion in such titles. But how difficult is to attach hardware accelerated physics effects to a game?

Today, with the help of David Schoemehl, Manager of GPU PhysX Content in NVIDIA, and Johnny Costello, Technical Artist, we will try to give you a brief “behind the scenes” view on the process of enhancing games with extra PhysX content.

PhysXInfo.com: Hi, Johnny and David. Can you please introduce yourself?

Johnny Costello: My name is Johnny Costello, I’m 29 years old and am a native to the Midwestern United States. I went to college at Savannah College of Art and Design and received my B.F.A. in game development. I have been a technical artist at NVIDIA for about two and a half years. During that time I have worked on several GPU PhysX titles such as Batman: Arkham Asylum, Batman: Arkham City, Mafia II, Dark Void, and Alice: Madness Returns.

David Schoemehl: My name is David Schoemehl, I joined AGEIA in 2006 as an applications engineer and was the project manager on Warmonger. Since the purchase of AGEIA by NVIDIA in 2008 I have led or supported several shipping GPU PhysX titles and demos including Batman: Arkham Asylum, The Samaritan Demo, Sacred 2, The Great Kulu Demo, and Alice: Madness Returns.

My current title is Manager of GPU PhysX Content and I am responsible for aligning NVIDIA’s engineers and artists to support developers on GPU PhysX engagements. I also work closely with Epic Games to ensure a solid integration of GPU PhysX/APEX features in UE3.

PhysXInfo.com: Johnny, what is your task as a PhysX technical artist?

Johnny Costello: My tasks can change a lot from day to day, but usually I’m working on a game title in some capacity. Our goal at NVIDIA is to provide the tools that developers need in order to add great GPU features to their games. So I spend much of my time working with developers to help guide them as they use our technology to create exciting content.

Depending on the structure of a particular engagement I may also work alongside the developer to create GPU PhysX content. Then there are other days where I help design and review our tools and production workflows.

Read the rest of this entry »

Written by Zogrim

February 10th, 2012 at 12:02 pm

Investigation: boosting fps in Batman: Arkham City with APEX .dlls from Mafia II

with one comment

Today we have stumbled upon following article (and related post), that is promising huge framerate boost in Batman: Arkham City with GPU PhysX effects enabled by replacing certain APEX .dll file with same .dll, but from Mafia II title (which is also featuring APEX based GPU PhysX effects). We decided to perform a little research on this effect:

Author of this method is suggesting to replace original file APEX_Clothing_x86.dll, located in Batman: AC folder, with renamed APEX Clothing.dll from Mafia II installation. Both those libraries are used by APEX Clothing module (and are responcible for cloth and clothing simulation), but have different version – Batman’s .dll is related to APEX 1.1 and the one from Mafia II – APEX 1.0.

Thus, with APEX 1.0 library cloth assets in Batman are not recognized and not simulated – they are simply appearing on level in frozen state, hovering above the ground (like carpets and posters on a screenshot below).

Disabled cloth simulation is giving you desired fps boost, but you can achieve same effect by setting “Hardware Accelerated PhysX” option to “Normal” – this will switch off all cloth and clothing simulation, leaving only particle PhysX effects, without necessity to mess up the .dlls.

Read the rest of this entry »

Written by Zogrim

January 3rd, 2012 at 2:11 am

Posted in PhysX Games

Tagged with ,

Comparison PhysX screenshots for Batman: Arkham City

with 7 comments

We have added a set of comparison PhysX screenshots for Batman: Arkham City, which in pair with previously released comparison video are completing our GPU PhysX Profile for this title.

You can view comparison screenshots, video and additional info at Batman: Arkham City – GPU PhysX Profile page.

Written by Zogrim

December 18th, 2011 at 7:32 pm

Posted in PhysX Games

Tagged with , , ,

Batman: Arkham City PhysX benchmarks roundup

with 5 comments

Time to update PhysX performance metrics of NVIDIA GPUs with newest title with Hardware PhysX support – Batman: Arkham City.

In following article we’ve tried to gather all the benchmarks and tests, published on the web.

[25.11.2011] Batman Arkham City im Technik-Test: Grafikkarten-, DirectX-11- und Physx-Benchmarks by PCGamesHardware.de

German article with graphics benchmarks, overview of DX 11 and PhysX features, and a superficial PhysX tests.

Read the rest of this entry »

Written by Zogrim

December 1st, 2011 at 1:13 am

GPU PhysX in Batman: Arkham City

with 16 comments

Batman: Arkham City, sequel to award winning Arkham Asylum title and second GPU PhysX game this year, has finally hit the shelves worldwide.

Update: Batman: Arkham City – GPU PhysX Profile

As usually, we are proud to present you our PhysX review and comparison video, showcasing extra physical effects that can be found in PC version of the game.

Can't view the video ? Watch alternative variant on Vimeo

Some technical details, like difference between PhysX settings, were already revealed in our preview article, so let’s give a score to different aspects of GPU PhysX implementation and compare them to previous Batman: Arkham Asulum title:

QUALITY 8/10

All effects are done accurately, with diligence – you will not see jerky or buggy behaviour (within physics engine limitations, of course), art is fine, almost everything is configured correctly. However, some particle effects could be done better – for example, it is not appealing to see when glass shards are jumping all over the place like they were made out of rubber.

QUANTITY 9/10

PhysX effects are scattered all over the game and accumulated in a places you will visit during main storyline (for example, you won’t see dynamic paper sheets on a random street).

Overall amount of extra physics content is similar to Arkham Asylum, but the components differ: you won’t see many “environmental” cloth objects, like all those banners and flags that can be teared appart with batarang, but in return APEX Clothing module is used extensively to simulate dynamic clothing on characters, including hoodies and coats on thugs, pants on russian twin-clowns, costume of Bruce Wayne, etc.

SPH smoke, steam and fog are rare in this game, but other particles (physical debris, shards, splinters, sparks) can be encountered much more frequently. All boss battles are enhanced with unique particle effects, for example.

As a good tradition, there is psychedelic level with lots of GPU Rigid Bodies. Looks gorgeous, actually, without PhysX effects this scene feels not nearly as vivid and spectacular.

Read the rest of this entry »

Written by Zogrim

November 28th, 2011 at 4:36 pm

Batman Arkham City: PhysX Benchmark comparison

with one comment

Continuing the good tradition of it’s predecessor, Batman: Arkham City provides built-in benchmark with GPU PhysX (and also DX11) effects, however this time sequence is significantly shorter and less diverse.

Update: GPU PhysX in Batman: Arkham City - review and comparison video

For those who is interested how it looks like, we have prepared following video which is showcasing the difference between minimum and maximum PhysX settings.

Meanwhile, full-scale comparison PhysX video is in the works and should be available next week.

Stay tuned.

Written by Zogrim

November 25th, 2011 at 2:50 pm

Posted in PhysX Games

Tagged with , , ,

What to expect from GPU PhysX in Batman: Arkham City ?

without comments

Batman: Arkham City tests the patience of PC gamers with several release delays, but will try to wheedle them with DX 11 Graphics and PhysX Technology.

Update: GPU PhysX in Batman: Arkham City - review and comparison video.

Recent comparison trailer gave us a glimpse of extra physics effects, and now we want to provide you with some additional details on what to expect from GPU PhysX content. In addition, new comparison PhysX video was released as well.

As usually, it will be possible to adjust level of in-game physics via “Hardware Accelerated PhysX” option in game’s launcher. There will be three settings:

PhysX Off: all GPU accelerated effects are disabled, only standart CPU physics (like ragdolls) is used.

PhysX Normal: enables additional particles effects (debris, volumetric smoke and steam, etc) and destructible environments.

PhysX High: includes all effects enabled withing “Normal” settings as well as realtime cloth and clothing simulation.

Read the rest of this entry »

Written by Zogrim

November 18th, 2011 at 6:33 pm

PhysX Comparison Trailer for Batman: Arkham City

with 5 comments

First trailer, showcasing supplementary GPU PhysX content for upcoming Batman: Arkham City title in comparison to normal “console” physics layer, was revealed today.

Update: PhysX in Batman: Arkham City article at GeForce.com

Some effects, like SPH smoke, cloth banners and “dynamic” paper, are familiar for us from previous Batman game, others, like intense particle effects, are promising new experience and immersion.

Slightly delayed PC version of Batman: Arkham City is set to be released at November 18, 2011.

Written by Zogrim

October 18th, 2011 at 11:33 pm

Posted in PhysX Games

Tagged with , ,

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