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	<title>PhysXInfo.com - PhysX News &#187; Batman</title>
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		<title>Getting GPU PhysX effects into games: interview with NVIDIA Content Team</title>
		<link>http://physxinfo.com/news/7165/getting-gpu-physx-effects-into-games-interview-with-nvidia-content-team/</link>
		<comments>http://physxinfo.com/news/7165/getting-gpu-physx-effects-into-games-interview-with-nvidia-content-team/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 09:02:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Alice]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Interview]]></category>
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		<description><![CDATA[So what is in the process of adding GPU PhysX effects to a game?]]></description>
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<p style="text-align: justify;">Certainly, many of you will agree that the addition of <a href="http://physxinfo.com/wiki/NVIDIA_PhysX">GPU PhysX</a> 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?</p>
<p style="text-align: justify;">Today, with the help of <strong>David Schoemehl</strong>, Manager of GPU PhysX Content in NVIDIA, and <strong>Johnny Costello</strong>, Technical Artist, we will try to give you a brief &#8220;behind the scenes&#8221; view on the process of enhancing games with extra PhysX content.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Hi, Johnny and David. Can you please introduce yourself?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> 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.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> 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.</p>
<p style="text-align: justify; padding-left: 30px;">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.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Johnny, what is your task as a PhysX technical artist?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> 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.</p>
<p style="text-align: justify; padding-left: 30px;">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.</p>
<p><span id="more-7165"></span></p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So what is in the process of adding GPU PhysX effects to a game?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> We usually start by getting a build of a game and playing through it in its current state.  We also read any available design and art documents to familiarize ourselves with the gameplay mechanics and the aesthetic style.  From there, we identify any story events, environment locations, special effects, characters, etc. that could be enhanced with our feature set and make the game more fun to play.</p>
<p style="text-align: justify; padding-left: 30px;">From there, we work with the developer to refine this list and plan out a timeline.  After that, it’s all about creating content with our tech that players will enjoy.</p>
<p style="text-align: justify; padding-left: 30px;">Once the content gets in the game, it starts getting reviewed by QA.  We usually spend our time at the end of a title engagement addressing any bugs that QA has found and making minor content adjustments.</p>
<div id="attachment_7220" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7220" title="PhysXLab" src="http://physxinfo.com/news/wp-content/uploads/2012/02/PhysXLab.png" alt="" width="550" height="265" /><p class="wp-caption-text">APEX Toolset helps artists to create content more easily</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> Users are often complaining that extra PhysX effects are not optimized properly for CPU execution (not using multiple cores, for example). What is the reason behind this?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> This is a legacy issue regarding PhysX versions prior to 2.8.4.  With proper setup it is possible to achieve some threading on PhysX 2.8.4, for instance running multiple cloth simulations in parallel.  However, the overall threading performance issues have been addressed in PhysX 3, which is available today.  With PhysX 3 we have improved the rigid body, clothing, and particle pipelines to take better advantage of multiple CPU cores.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Also, there is an opinion that with disabled GPU PhysX option, minor effects (like sparks or cloth banners) are omitted from the games on purpose, while they can be easily calculated on CPU or substituted with non-physical objects. What can you say about this?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> When NVIDIA engages with a developer to work on a GPU PhysX title we will offer suggestions for enhancing existing effects and adding entirely new effects.  For the existing effects that are enhanced by PhysX you will see original version of the effect with GPU PhysX disabled.  For effects that are created new as part of the GPU PhysX effort you will not see a fallback, because it did not exist in the original game.</p>
<p style="text-align: justify; padding-left: 30px;">Our goal is to work with developers to enhance their original game to take advantage of the latest hardware NVIDIA has to offer. We want to provide gamers that select NVIDIA a superior play experience for these games.  We would not want to raise the min recommended specs for a game determined by the developer by adding additional default effects to the original game.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> You work closely with developers – is exclusivity of GPU PhysX content to NVIDIA some kind of a barrier for PhysX adoption? In other words, are developers interested in OpenCL / DX Compute version of PhysX engine?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> No, we have not seen this as a blocker for PhysX adoption in general.  PhysX provides a strong set of core physics engine functionality across a wide array of platforms including PCs, consoles, and mobile devices.  PhysX powers game engines such as UE3 and Unity, and can be found in many of the AAA titles that are shipping today.</p>
<p style="text-align: justify; padding-left: 30px;">PhysX 3 addresses memory, threading, and performance concerns, which should further increase the adoption rate of PhysX.  In addition to this core functionality, PhysX and APEX offer hardware acceleration for certain features, such as particles, cloth, rigid bodies, and turbulence, through CUDA.  This is a powerful value add but does not interfere with developers using core PhysX and APEX features.</p>
<p style="text-align: justify;">
<div id="attachment_7212" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7212" title="physx_in_top_titles" src="http://physxinfo.com/news/wp-content/uploads/2012/02/physx_in_top_titles.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">PhysX engine can be found in many AAA titles</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> What is your impression on NVIDIA APEX toolset? Is it really simplifying process of adding PhysX effects to games?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> I definitely think so.  For example, look at where we’re heading with APEX tools like PhysXLab and the Clothing plug-in for 3dsMax and Maya.  They are becoming more robust with each release and are definitely making it easier to create APEX content for games.</p>
<p style="text-align: justify; padding-left: 30px;">One of my favorite things about PhysXLab is the Playground Mode where you can preview how your mesh is going to fracture in real time before bringing it into a game engine and placing it into a map.  This saves valuable time between making parameter changes and seeing those changes visually affecting the fractured mesh.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> You have probably already worked with the new clothing simulation engine, introduced in PhysX 3. How well does it performs in comparison to current one?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> The PhysX 3 clothing engine gives us a stronger set of features.  More attributes allow the artists and animators to make better aesthetic choices regarding their cloth.  One of these new features is the ability to created tapered capsule collision shapes.  These shapes allow the artists and animators to create a collision representation that is more true to the characters silhouette.</p>
<p style="text-align: justify; padding-left: 30px;">The new system also allows for more reliable behavior during intense, fast-moving, animation sequences.  In addition to these features, overall performance has been improved allowing developers to use clothing across more platforms.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What additional features you would like to see in APEX, as a technical artist?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> As a technical artist, I spend a lot of time trying to decompose exciting artistic ideas down into their components so they can be created in games.  What I’m looking forward to in the future with APEX is seeing various features come together for a combined effect.</p>
<p style="text-align: justify; padding-left: 30px;">What happens when turbulent dust is spawned when a destructible is fractured?  Can a character’s clothing move when it gets hit with particles?  I can’t wait to see all these things come together to make games even more dynamic and intense for players to experience.</p>
<div id="attachment_7207" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7207" title="GPU_PhysX_Content-Alice" src="http://physxinfo.com/news/wp-content/uploads/2012/02/GPU_PhysX_Content-Alice.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Unreal Engine 3 includes robust PhysX Particle System</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> We have noticed that recent GPU PhysX titles, like Alice: Madness Returns or Batman: Arkham City are not using APEX Particles but built-in PhysX particles system instead – why is that? Isn’t the Particles module more effective?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Both of these games are built using UE3, which already had a robust particle editor using NVIDIA&#8217;s GPU PhysX particles.  APEX provides some great features for particle systems but for these cases UE3 was already providing the functionality we needed.</p>
<p style="text-align: justify; padding-left: 30px;">APEX Particles are a win if you are stepping into project that doesn’t already have an existing PhysX particle pipeline or if you are interested in doing some simulations, such as turbulence, which require a great number of particles that don’t require the high-fidelity collision of PhysX particles.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Dark Void was the only title to impress us with awesome Turbulence smoke, why much newer games are still using good old SPH method for smoke and fog simulation?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> The turbulence in Dark Void was added as a one-off feature for that specific game so that we could see how it would show in a game.  While we feel that turbulence was an awesome feature we have been focused on improving APEX Clothing and Destruction, because that is what developers were telling us they needed.</p>
<p style="text-align: justify; padding-left: 30px;">However, we are pleased to say the APEX Turbulence module is now scheduled for the APEX 1.2 release in Q2 of this year.  So we hope to see it appear in many games in the future.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Mafia II was the first title containing APEX Clothing engine. Do you think this “benefice” was successful? What difficulties have you faced during development?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Yes, the work done in Mafia II was invaluable for clothing.  We learned so much about how to improve the tools and features for clothing from the work done on this game.  The payoff was visible in later titles such as Batman: Arkham City where the time to create clothing and get it in game was drastically reduced.</p>
<p style="text-align: center;">
<div id="attachment_7205" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7205" title="GPU_PhysX_content-Mafia" src="http://physxinfo.com/news/wp-content/uploads/2012/02/GPU_PhysX_content-Mafia.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Mafia II: first game to utilize APEX Clothing module</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Batman: Arkham City also seems to be using APEX Clothing pretty extensively. Is it true that Clothing module is utilized not only as part of PhysX effects, but also for non-GPU accelerated clothing simulation, even on consoles?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> It is true that clothing can be run on the GPU, CPU, and even consoles.  However, for Batman APEX Clothing can only be seen on the PC running on either the CPU or GPU.  It should be noted that APEX Clothing was also used for some hair simulation in the pre-rendered cutscenes that can be seen across all platforms.</p>
<p style="text-align: justify; padding-left: 30px;">Clothing performance on consoles is something which we have been focusing on improving with the PhysX 3 and APEX Clothing effort.  We are seeing an increase in the number of developers wanting to get APEX Clothing into their console games so I would expect to start seeing this soon.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> One of the most vibrant effects in both Batman titles – scenes containing GPU Rigid Bodies. How has this technology evolved since Arkham Asylum?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> To be clear, GPU Rigid bodies were only featured in Batman: Arkham Asylum. They were not used in Batman: Arkham City. However, we have been making great progress with GPU Rigid Bodies with regards to performance and simulation stability.</p>
<p style="text-align: justify; padding-left: 30px;">They were last featured in the APEX Art Gallery demo [<a href="http://physxinfo.com/news/5035/post-gdc-2011-new-apex-destruction-video-showcases-gpu-rigid-bodies/">link</a>] at GDC 2011, and they will be available to the public in APEX 1.1 very soon.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Another interesting scene – physically simulated banknotes in a bank vault. Are those all individual cloth pieces? How many of them are there?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> Yes, those are all APEX cloth.  During production, that was a really neat scene to watch come together.  Initially we weren’t sure if the player would be able to see the characters interacting with the dollar bills since they are so small, so we added forcefields to Catwoman’s animations, and then the scene came alive in a big way.</p>
<p style="text-align: justify; padding-left: 30px;">It is definitely one of my favorite fights in the game.  There were about 500 individual bills in that scene, which adds up to approximately 10,000 simulating vertices of APEX cloth.</p>
<p style="text-align: justify;">
<div id="attachment_7224" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7224" title="BatmnaAC_vault" src="http://physxinfo.com/news/wp-content/uploads/2012/02/BatmnaAC_vault.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Around 500 bills are scattered on the floor</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> You have worked on many GPU PhysX games, but which one is your favorite?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> I have great memories of all of the game engagements that I’ve been involved with, but working on the Batman series has probably been the most memorable experience for me.  I’ve been a Batman fan since I was a little kid, and I basically joined NVIDIA in 2009 and immediately started working on Batman: Arkham Asylum.  That was pretty amazing.</p>
<p style="text-align: justify; padding-left: 30px;">And then I had the opportunity to work on Arkham City!  I feel very lucky to have been involved with both.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> We bet you are already working on PhysX content for future games. Will they be able to surprise us?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Yes, we are constantly on the lookout for upcoming titles that can be enhanced with PhysX and APEX features.  On each title we work with developers to do something new or better than in previous titles.  In addition, we are seeing a growing number of developers independently experimenting with APEX tools.  This is particularly true of the UE3 APEX integration.</p>
<p style="text-align: justify; padding-left: 30px;">Our job on the PhysX Content Team is to show developers and gamers what NVIDIA technologies can bring to games and we measure our success by the ease at which developers can add the features and the response we see from gamers when they play games with PhysX effects enabled.  We look forward to continuously improving tools for developers and helping them bring more cutting edge PhysX enhanced games in the future.</p>
<p style="text-align: center;"><tt>Our big thanks to PhysX Content Team for the interview !</tt></p>
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		<title>Investigation: boosting fps in Batman: Arkham City with APEX .dlls from Mafia II</title>
		<link>http://physxinfo.com/news/7066/investigation-boosting-fps-in-batman-arkham-city-with-apex-dlls-from-mafia-ii/</link>
		<comments>http://physxinfo.com/news/7066/investigation-boosting-fps-in-batman-arkham-city-with-apex-dlls-from-mafia-ii/#comments</comments>
		<pubDate>Mon, 02 Jan 2012 23:11:27 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Tweaks]]></category>

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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 [...]]]></description>
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<p style="text-align: justify;">Today we have stumbled upon <a href="http://www.dsogaming.com/news/batman-arkham-city-physx-fps-boost-in-dx11-and-dx9-with-custom-apex-dll/" target="_blank">following article</a> (and <a href="http://forums.guru3d.com/showpost.php?p=4208679&amp;postcount=1080">related post</a>), that is promising huge framerate boost in <a href="http://physxinfo.com/data/vreview_batman2.php">Batman: Arkham City</a> with <strong>GPU PhysX</strong> effects enabled by replacing certain APEX .dll file with same .dll, but from <a href="http://physxinfo.com/data/vreview_maf2.php">Mafia II</a> title (which is also featuring APEX based GPU PhysX effects). We decided to perform a little research on this effect:</p>
<p style="text-align: justify;">Author of this method is suggesting to replace original file <span style="text-decoration: underline;">APEX_Clothing_x86.dll</span>, located in Batman: AC folder, with renamed <span style="text-decoration: underline;">APEX Clothing.dll</span> from Mafia II installation. Both those libraries are used by <a href="http://physxinfo.com/wiki/APEX_Clothing">APEX Clothing</a> module (and are responcible for cloth and clothing simulation), but have different version &#8211; Batman&#8217;s .dll is related to <span style="text-decoration: underline;">APEX 1.1</span> and the one from Mafia II &#8211; <span style="text-decoration: underline;">APEX 1.0</span>.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/01/tweak_batman2.jpg" rel="shadowbox[post-7066];player=img;" title="tweak_batman2_sm"><img class="aligncenter size-full wp-image-7082" title="tweak_batman2_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/01/tweak_batman2_sm.jpg" alt="" width="600" height="268" /></a></p>
<p style="text-align: justify;">Thus, with APEX 1.0 library cloth assets in Batman <strong>are not recognized and not simulated</strong> &#8211; they are simply appearing on level in frozen state, hovering above the ground (like carpets and posters on a screenshot below).</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/01/tweak_batman2_2.jpg" rel="shadowbox[post-7066];player=img;" title="tweak_batman2_sm_2"><img class="aligncenter size-full wp-image-7095" title="tweak_batman2_sm_2" src="http://physxinfo.com/news/wp-content/uploads/2012/01/tweak_batman2_sm_2.jpg" alt="" width="600" height="268" /></a></p>
<p style="text-align: justify;">Disabled cloth simulation is giving you desired fps boost, but you can achieve same effect by setting &#8220;Hardware Accelerated PhysX&#8221; option to &#8220;Normal&#8221; &#8211; this will switch off all cloth and clothing simulation, leaving only particle PhysX effects, without necessity to mess up the .dlls.</p>
<p><span id="more-7066"></span></p>
<p style="text-align: justify;">To measure the effect on performance, we have tested the game using various combination of .dlls and PhysX settings (High in-game settings, DX 9).</p>
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<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Batman: AC .dll</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Mafia II .dll</strong></td>
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<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>PhysX High</strong></td>
<td style="border: 1px solid #858585; padding: 5px;">min: 26 fps</p>
<p>max: 94 fps</p>
<p>average: 52 fps</td>
<td style="border: 1px solid #858585; padding: 5px;">min: 33 fps</p>
<p>max: 117 fps</p>
<p>avarage: 74 fps</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>PhysX Normal</strong></td>
<td style="border: 1px solid #858585; padding: 5px;">min: 33 fps</p>
<p>max:117 fps</p>
<p>average: 71 fps</td>
<td style="border: 1px solid #858585; padding: 5px;">min: 40 fps</p>
<p>max: 119 fps</p>
<p>average: 74 fps</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">As we expected, there is <strong>almost no difference</strong> in framerate between &#8220;tweaked&#8221; .dlls on &#8220;High PhysX&#8221; settings and original .dlls on &#8220;Normal PhysX&#8221; settings, since effect is similar &#8211; disabled cloth simulation.</p>
<p style="text-align: justify;">Nothing like &#8220;magic tweak that increases fps by using files  from older game, because new one is hobbled by purpose&#8221; as one may expect.</p>
<p style="text-align: justify;"><strong>Sum &#8211; Pros:</strong></p>
<ul>
<li style="text-align: justify;">Performace boost.</li>
<li style="text-align: justify;">PhysX cloth objects are not removed completely, as on &#8220;Normal&#8221; PhysX settings.</li>
</ul>
<p style="text-align: justify;"><strong>Sum &#8211; Cons:</strong></p>
<ul>
<li style="text-align: justify;">Frozen PhysX cloth objects without proper physical interaction may look out of place.</li>
<li style="text-align: justify;">Older APEX .dll may decrease game stability and disable cloth simulation, that is not part of GPU PhysX effects.</li>
<li style="text-align: justify;">Same effect can be achieved by switching PhysX option to &#8220;Normal&#8221;, without any potential negative backwash.</li>
</ul>
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		<title>Comparison PhysX screenshots for Batman: Arkham City</title>
		<link>http://physxinfo.com/news/6963/comparison-physx-screenshots-for-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6963/comparison-physx-screenshots-for-batman-arkham-city/#comments</comments>
		<pubDate>Sun, 18 Dec 2011 16:32:46 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Comparison]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Screenshots]]></category>

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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 screenhots, video and additional info at Batman: Arkham City &#8211; GPU PhysX Profile page .
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<p style="text-align: justify;">We have added a set of comparison PhysX screenshots for <strong>Batman: Arkham City</strong>, which in pair with previously released <a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/">comparison video</a> are completing our <strong>GPU PhysX Profile</strong> for this title.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/data/vreview_batman2.php" title="batman2_screenshots"><img class="aligncenter size-full wp-image-6965" title="batman2_screenshots" src="http://physxinfo.com/news/wp-content/uploads/2011/12/batman2_screenshots.jpg" alt="" width="550" height="344" /></a></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/data/vreview_batman2.php"></a>You can view comparison screenhots, video and additional info at <a href="http://physxinfo.com/data/vreview_batman2.php">Batman: Arkham City &#8211; GPU PhysX Profile</a> page .</p>
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		<title>Batman: Arkham City PhysX benchmarks roundup</title>
		<link>http://physxinfo.com/news/6922/batman-arkham-city-physx-benchmarks-roundup/</link>
		<comments>http://physxinfo.com/news/6922/batman-arkham-city-physx-benchmarks-roundup/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 22:13:04 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Review]]></category>

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Time to update PhysX performance metrics of NVIDIA GPUs with newest title with Hardware PhysX support &#8211; Batman: Arkham City.
In following article we&#8217;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 [...]]]></description>
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<p style="text-align: justify;">Time to update PhysX performance metrics of NVIDIA GPUs with newest title with <strong>Hardware PhysX</strong> support &#8211; <a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/">Batman: Arkham City</a>.</p>
<p style="text-align: justify;">In following article we&#8217;ve tried to gather all the benchmarks and tests, published on the web.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[25.11.2011]</span> <a href="http://www.pcgameshardware.de/aid,856143/Batman-Arkham-City-im-Technik-Test-Grafikkarten-DirectX-11-und-Physx-Benchmarks-plus-Vergleichsbilder-Test-des-Tages/Action-Spiel/Test/" target="_blank"><strong>Batman Arkham City im Technik-Test: Grafikkarten-, DirectX-11- und Physx-Benchmarks</strong></a> by PCGamesHardware.de</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-6925" title="BatmanAC_PhysX_PCGamesHardware" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_PCGamesHardware.png" alt="" width="600" height="331" /></p>
<p style="text-align: justify;">German article with graphics benchmarks, overview of DX 11 and PhysX features, and a superficial PhysX tests.</p>
<p><span id="more-6922"></span></p>
<p style="text-align: justify;"><span style="color: #ff0000;">[25.11.2011]</span> <a href="http://gamegpu.ru/Action-/-FPS-/-TPS/Batman-Arkham-City-test-GPU.html" target="_blank"><strong>Batman Arkham City GPU Test</strong></a> by GameGPU.ru</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6929" title="BatmanAC_physx_gamegpu" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_physx_gamegpu.jpg" alt="" width="627" height="362" /></p>
<p style="text-align: justify;">Includes PhysX benchmarks with over 20 GPUs tested, however, only on &#8220;High&#8221; PhysX settings without Hybrid PhysX or dedicated GPU tests.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[27.11.2011]</span> <a href="http://www.ddworld.cz/aktuality/software/preview-batman-arkham-city-vykon-grafik-pod-dx11-dx9-a-physx-2.html" target="_blank"><strong>Preview: Batman Arkham City – výkon grafik pod DX11/DX9 a PhysX</strong></a> by DDWorld.cz</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6930" title="BatmanAC_physx_ddworld" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_physx_ddworld.jpg" alt="" width="550" height="352" /></p>
<p style="text-align: justify;">Czech preview article with very basic PhysX benchmarking part (only one GPU tested).</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[28.11.2011]</span> <a href="http://www.dsogaming.com/news/want-to-play-batman-arkham-city-with-physx-enabled-get-ready-for-some-abysmal-framerates/" target="_blank"><strong>Want to play Batman: Arkham City with PhysX enabled? Get ready for some abysmal framerates</strong></a> by DSOGaming.com</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6932" title="BatmanAC_PhysX_DSOGaming" src="http://physxinfo.com/news/wp-content/uploads/2011/12/BatmanAC_PhysX_DSOGaming.png" alt="" width="518" height="323" /></p>
<p style="text-align: justify;">Despite of provoking title, measured performance is not that bad. Also, this is the first article with benchmarks of dedicated PhysX GPUs.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[30.11.2011]</span> <a href="http://www.3dnews.ru/news/620640/" target="_blank"><strong>Waiting for the patch: Batman: Arkham Asylum in DX9 mode</strong></a> by 3DNews.ru</p>
<p style="text-align: justify;"><img class="nob aligncenter size-full wp-image-6935" title="BatmanAC_physx_3dnews" src="http://physxinfo.com/news/wp-content/uploads/2011/12/BatmanAC_physx_3dnews.jpg" alt="" width="492" height="555" /></p>
<p style="text-align: justify;">Russian article with some PhysX/DX11 effects overview and decent PhysX testing.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[02.12.2011]</span> <a href="http://www.gamestar.de/spiele/batman-arkham-city/artikel/batman_arkham_city_im_benchmark_test,45777,2562565.html" target="_blank"><strong>Technik-Check: Batman: Arkham City im Benchmark-Test</strong></a> by GameStar.de</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-6951" title="Batman_AC_gamestar" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_gamestar.jpg" alt="" width="621" height="564" /></p>
<p style="text-align: justify;">Includes some benchmarks with different PhysX settings. Results are interesting &#8211; GPU PhysX effects on CPU (AMD card) are faster that GPU PhysX on middle-end NVIDIA cards (in this case, minimum fps would be more meaning than average).</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[02.12.2011]</span> <a href="http://www.hwupgrade.it/articoli/skvideo/3062/batman-arkham-city-directx-9-e-directx-11-a-confronto_8.html" target="_blank"><strong>Batman Arkham City, DirectX 9 e DirectX 11 a confronto</strong></a> by HardwareUpgrade.it</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-6952" title="Batman_AC_hwupgrade" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_hwupgrade.png" alt="" width="600" height="400" /></p>
<p style="text-align: justify;">Technology overview and minor PhysX testing.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[05.12.2011]</span> <a href="http://www.hardocp.com/article/2011/12/05/batman_arkham_city_gameplay_performance_iq_review/5" target="_blank"><strong>Batman: Arkham City Gameplay Performance and IQ Review</strong></a> by HardOCP</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6953" title="Batman_AC_hardocp" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_hardocp.png" alt="" width="610" height="318" /></p>
<p style="text-align: justify;">Once again, disputable benchmarking methodology from HardOCP &#8211; NVIDIA cards are tested with GPU PhysX effects enabled and compared to AMD cards with PhysX disabled. Thus, it is shown what GPU PhysX takes &#8211; performance, but it is not revealed what it brings &#8211; additional effects.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[17.12.2011]</span> <a href="http://www.playwares.com/xe/mainreview/21293766" target="_blank"><strong>Batman: Arkham City Performance Review</strong></a> by Playwares.com</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-6975" title="Batman_AC_Playwares" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_Playwares1.jpg" alt="" width="500" height="597" /></p>
<p style="text-align: justify;">Detailed article from a Korean website, however, PhysX part is most interesting for us.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[17.12.2011]</span> <a href="http://www.geforce.com/Optimize/Guides/batman-arkham-city-graphics-breakdown-and-performance-guide" target="_blank"><strong>Batman: Arkham City Graphics Breakdown &amp; Performance Guide</strong></a> by GeForce.com</p>
<p style="text-align: justify;"><img class="nob aligncenter size-full wp-image-6974" title="Batman_AC_GeForce" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_GeForce.png" alt="" width="600" height="561" /></p>
<p style="text-align: justify;">Performance and features overview from NVIDIA itself. Graphs are interesting, for example this one shows ineffectiveness of dedicated PhysX card usage in pair with GTX 560 Ti GPU.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[10.01.2012]</span> <a href="http://pctuning.tyden.cz/multimedia/hry-a-zabava/22871-batman-arkham-city-podivejte-se-na-physx-a-dx11-v-akci?start=5" target="_blank"><strong>Batman: Arkham City — podívejte se na PhysX a DX11 v akci</strong></a> by PCTuning.cz</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-7103" title="Batman_AC_pctuning" src="http://physxinfo.com/news/wp-content/uploads/2011/12/Batman_AC_pctuning.png" alt="" width="600" height="500" /></p>
<p style="text-align: justify;">Good technical review (in Czech) with strong benchmarking part (includes CPU tests, for example). For some reason, PhysX effects were tested only on &#8220;Medium&#8221; settings though.</p>
<p style="text-align: center;"><tt>– We’ll update this post as more articles emerge –</tt></p>
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		<title>GPU PhysX in Batman: Arkham City</title>
		<link>http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 13:36:37 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[Comparison]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Video]]></category>

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		<description><![CDATA[Latest GPU PhysX title in review]]></description>
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<p style="text-align: justify;"><strong>Batman: Arkham City</strong>, sequel to award winning Arkham Asylum title and second <strong>GPU PhysX</strong> game this year, has finally hit the shelves worldwide.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/6963/comparison-physx-screenshots-for-batman-arkham-city/">Batman: Arkham City &#8211; GPU PhysX Profile</a></p>
<p style="text-align: justify;">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.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/j7lr7B9k9SA?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/j7lr7B9k9SA?version=3&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><tt>Can't view the video ? Watch alternative variant <a href="http://vimeo.com/32784452" target="_blank">on Vimeo</a></tt></p>
<p style="text-align: justify;">Some technical details, like difference between PhysX settings, were already revealed in our <a href="http://physxinfo.com/news/6734/what-to-expect-from-gpu-physx-in-batman-arkham-city/" target="_blank">preview article</a>, so let&#8217;s give a score to different aspects of <strong>GPU PhysX</strong> implementation and compare them to previous <a href="http://physxinfo.com/data/vreview_batman.html" target="_blank">Batman: Arkham Asulum</a> title:</p>
<table>
<tbody>
<tr>
<td width="110px"><strong>QUALITY</strong></td>
<td width="50px" align="center" bgcolor="#9BBB59">8/10</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">All effects are <span style="text-decoration: underline;">done accurately, with diligence</span> &#8211; 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 &#8211; for example, it is not appealing to see when glass shards are jumping all over the place like they were made out of rubber.</p>
<table>
<tbody>
<tr>
<td width="110px"><strong>AMOUNT</strong></td>
<td width="50px" align="center" bgcolor="#9BBB59">9/10</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">PhysX effects are <span style="text-decoration: underline;">scattered all over the game</span> and accumulated in a places you will visit during main storyline (for example, you won&#8217;t see dynamic paper sheets on a random street).</p>
<p style="text-align: justify;">Overall amount of extra physics content is similar to Arkham Asylum, but the components differ: you won&#8217;t see many &#8220;environmental&#8221; cloth objects, like all those banners and flags that can be teared appart with batarang, but in return <span style="text-decoration: underline;">APEX Clothing</span> 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.</p>
<p style="text-align: justify;">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 <span style="text-decoration: underline;">unique particle effects</span>, for example.</p>
<p style="text-align: justify;">As a good tradition, there is psychedelic level with lots of <span style="text-decoration: underline;">GPU Rigid Bodies</span>. Looks gorgeous, actually, without PhysX effects this scene feels not nearly as vivid and spectacular.</p>
<p><span id="more-6837"></span></p>
<table>
<tbody>
<tr>
<td width="110px"><strong>IMMERSION</strong></td>
<td width="50px" align="center" bgcolor="#9BBB59">8/10</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">GPU PhysX effects are certanly <span style="text-decoration: underline;">enhancing gameplay experience</span>, giving it a little more depth, color and vibrance, either by providing  momentum to the battles through particle debris or making the environment more believable with interactive objects.</p>
<p style="text-align: justify;">If you are not expecting from PhysX content something it is not supposed to be (game changing or gameplay affecting feature), you <span style="text-decoration: underline;">will be satisfied</span>.</p>
<p style="text-align: justify;">At the same time, GPU PhysX support is showing a little progress in this title. Particles, cloth and stuff &#8211; we have already saw it in a games before. While PhysX effects in original Batman have received the top score, today we are forced to deduct a few points (back in 2009 most of the effects were fresh and innovative, but now &#8220;more of the same&#8221; content did not impressed us that much).</p>
<table>
<tbody>
<tr>
<td width="110px"><strong>PERFORMANCE</strong></td>
<td width="50px" align="center" bgcolor="#CECD8E">7/10</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">As always, hardware accelerated PhysX effects are requiring a powerfull NVIDIA GPU, however this time framerate with PhysX enabled is unusally stable (without infamous issues like spontaneous slowdowns in <a href="http://physxinfo.com/news/5883/gpu-physx-in-alice-madness-returns/" target="_blank">Alice: Madness Returns</a> or half-GPU physics in <a href="http://physxinfo.com/news/3892/mafia-ii-is-not-using-gpu-for-physx-cloth-simulation/" target="_blank">Mafia II</a>). On our single GTX 580, framerate was <span style="text-decoration: underline;">holding on 50-60 fps</span> even in extensive PhysX scenes and never dropped below 30 frames per second.</p>
<p style="text-align: justify;">Nevertheless, we are thinking that GPU PhysX requirements are <span style="text-decoration: underline;">over demanding</span>, giving the level of physical effects found in the game.</p>
<p style="text-align: justify;">Also, additional PhysX effects are slightly more friendly to CPU calculation this time (in case if you don&#8217;t have NVIDIA GPU), you even will be able to play certain parts of the game normally, but smooth gameplay is still a dream.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/wiki/Hybrid_PhysX">Hybrid PhysX</a> owners will be pleased to hear that new Batman <a href="http://www.youtube.com/watch?v=owDVTlZL9sU" target="_blank">is compatible</a> with such systems.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/6922/batman-arkham-city-physx-benchmarks-roundup/">PhysX benchmarks roundup</a></p>
<table>
<tbody>
<tr>
<td width="110px"><span style="color: #ff0000;"><strong>TOTAL</strong></span></td>
<td width="50px" align="center" bgcolor="#9BBB59"><strong>8/10</strong></td>
</tr>
</tbody>
</table>
<p><span style="text-decoration: underline;">Great game with a good level of GPU PhysX support</span>. Once again, main reason to choose PC version over the console ones.</p>
]]></content:encoded>
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		<title>Batman Arkham City: PhysX Benchmark comparison</title>
		<link>http://physxinfo.com/news/6828/batman-arkham-city-physx-benchmark-comparison/</link>
		<comments>http://physxinfo.com/news/6828/batman-arkham-city-physx-benchmark-comparison/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 11:50:57 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Comparison]]></category>
		<category><![CDATA[Video]]></category>

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Continuing the good tradition of it&#8217;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 [...]]]></description>
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<p style="text-align: justify;">Continuing the good tradition of it&#8217;s predecessor, <strong>Batman: Arkham City</strong> provides built-in benchmark with <strong>GPU PhysX</strong> (and also DX11) effects, however this time sequence is significantly shorter and less diverse.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> <a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/" target="_blank">GPU PhysX in Batman: Arkham City </a>- review and comparison video</p>
<p style="text-align: justify;">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.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/gECAZT6qTnA?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/gECAZT6qTnA?version=3&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Meanwhile, full-scale comparison PhysX video is in the works and should be available next week.</p>
<p style="text-align: justify;">Stay tuned.</p>
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		<title>What to expect from GPU PhysX in Batman: Arkham City ?</title>
		<link>http://physxinfo.com/news/6734/what-to-expect-from-gpu-physx-in-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6734/what-to-expect-from-gpu-physx-in-batman-arkham-city/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 15:33:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Preview]]></category>
		<category><![CDATA[Screenshots]]></category>

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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 [...]]]></description>
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<p style="text-align: justify;"><strong>Batman: Arkham City</strong> tests the patience of PC gamers with several release delays, but will try to wheedle them with <strong>DX 11</strong> Graphics and <strong>PhysX</strong> Technology.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> <a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/" target="_blank">GPU PhysX in Batman: Arkham City </a>- review and comparison video.</p>
<p style="text-align: justify;">Recent <a href="http://www.youtube.com/watch?v=9_UNRp7Wrog" target="_blank">comparison trailer</a> gave us a glimpse of extra physics effects, and now we want to provide you with some additional details on what to expect from <strong>GPU PhysX</strong> content. In addition, new comparison <span style="text-decoration: underline;">PhysX video</span> was released as well.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/sgNRxOvoQFo?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/sgNRxOvoQFo?version=3&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">As usually, it will be possible to adjust level of in-game physics via &#8220;<span style="text-decoration: underline;">Hardware Accelerated PhysX</span>&#8221; option in game&#8217;s launcher. There will be three settings:</p>
<p style="text-align: justify;"><strong>PhysX Off:</strong> all GPU accelerated effects are disabled, only standart CPU physics (like ragdolls) is used.</p>
<p style="text-align: justify;"><strong>PhysX Normal:</strong> enables additional particles effects (debris, volumetric smoke and steam, etc) and destructible environments.</p>
<p style="text-align: justify;"><strong>PhysX High:</strong> includes all effects enabled withing &#8220;Normal&#8221; settings as well as realtime cloth and clothing simulation.</p>
<p><span id="more-6734"></span></p>
<p style="text-align: justify;">PhysX <span style="text-decoration: underline;">particle effects</span>, most widely used type of content in <strong>GPU PhysX</strong> titles, will find their place in new Batman game. Scattered across Arkham City, they will consist of:</p>
<ul>
<li style="text-align: justify;">Interactive SPH-smoke from fire extinguishers and smoke pellets, dynamic steam and fog.</li>
<li style="text-align: justify;">Ice particles for Freeze Gun and Freeze Grenade.</li>
<li style="text-align: justify;">Interactive debris from destructible thrown objects, like stools and vases.</li>
<li style="text-align: justify;">Environmental specific particles: molten and electrical sparks, coal debris, chunks, etc.</li>
<li style="text-align: justify;">Extra particles jutting from destructible objects like breakable glass, tiles and walls.</li>
<li style="text-align: justify;">Forcefields for explosions that will push particles away.</li>
</ul>
<div id="attachment_6754" class="wp-caption aligncenter" style="width: 560px"><a href="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_2.jpg" rel="shadowbox[post-6734];player=img;" title="BatmanAC_PhysX_2_sm"><img class="size-full wp-image-6754" title="BatmanAC_PhysX_2_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_2_sm.jpg" alt="" width="550" height="309" /></a><p class="wp-caption-text">Interactive smoke and debris from Batman’s explosive gel</p></div>
<p style="text-align: justify;">In addition, PhysX <span style="text-decoration: underline;">cloth effects</span> are  emulating the behaviour of fabric and clothing to make Batman and his enemies more realistic, as well as lend realism to environments. They will include:</p>
<ul>
<li style="text-align: justify;">Simulated clothing on characters: coats and hoodies for Penguin, Two Face, and Joker’s thugs; Bruce Wayne’s jacket, pants, and tie.</li>
<li style="text-align: justify;">Dynamic paper: eviction and office papers, posters, x-ray sheets, museum tickets, etc.</li>
<li style="text-align: justify;">Money littering the floor of the vault (Sewer level).</li>
<li style="text-align: justify;">Leaves on the ground.</li>
<li style="text-align: justify;">Various interactive cloth objects throughout the game: rugs, banners, curtains, flags, ropes, bunting.</li>
</ul>
<div id="attachment_6742" class="wp-caption aligncenter" style="width: 560px"><a href="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_1.jpg" rel="shadowbox[post-6734];player=img;" title="BatmanAC_PhysX_1_sm"><img class="size-full wp-image-6742  " title="BatmanAC_PhysX_1_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_PhysX_1_sm.jpg" alt="" width="550" height="309" /></a><p class="wp-caption-text">Banknotes are simulated as invidial cloth pieces, affected by character and weapon movement</p></div>
<p style="text-align: justify;">But beauty comes with a burden, performance wise &#8211; <strong>GPU PhysX</strong> effects, especially coupled with <strong>DX 11</strong> features like <strong>tesselation</strong> or HBAO, can bring frame rate to its knees if your GPU is not fast enough.</p>
<div id="attachment_6775" class="wp-caption aligncenter" style="width: 560px"><a href="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_tess.jpg" rel="shadowbox[post-6734];player=img;" title="BatmanAC_tess_sm"><img class="size-full wp-image-6775 " title="BatmanAC_tess_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/BatmanAC_tess_sm.jpg" alt="" width="550" height="294" /></a><p class="wp-caption-text">Various tesselation settings</p></div>
<p>Following table (based on NVIDIA testing) provides recommended baseline settings for specific GPUs to ensure the comfortable combination of playability and features (average frame rate of <span style="text-decoration: underline;">40-55 frames per second</span> and minimum 35 fps).</p>
<table style="border-collapse: collapse; margin-left: auto; margin-right: auto; margin-bottom: 10px;">
<tbody>
<tr>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>GPU</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Resolution</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Detail</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>PhysX</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>DX11</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>FXAA</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Ambient<br />
Occlusion</strong></td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 590</td>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080</td>
<td style="border: 1px solid #858585; padding: 5px;">Very High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">On</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 580</td>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080</td>
<td style="border: 1px solid #858585; padding: 5px;">Very High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">Normal</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">On</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 570</td>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">Normal</td>
<td style="border: 1px solid #858585; padding: 5px;">Medium</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 560 Ti</td>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">Normal</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
<td style="border: 1px solid #858585; padding: 5px;">Low</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 560 Ti</td>
<td style="border: 1px solid #858585; padding: 5px;">1680&#215;1050</td>
<td style="border: 1px solid #858585; padding: 5px;">High</td>
<td style="border: 1px solid #858585; padding: 5px;">Normal</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
<td style="border: 1px solid #858585; padding: 5px;">Low</td>
<td style="border: 1px solid #858585; padding: 5px;">Off</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;"><strong>Batman: Arkham City</strong> is set for launch on November 22 in US and November 25 in EU.</p>
<p style="text-align: justify;">Don&#8217;t forget to visit PhysXInfo.com soon after game&#8217;s release for comparison PhysX video, screenshots and detailed overview.</p>
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		<title>PhysX Comparison Trailer for Batman: Arkham City</title>
		<link>http://physxinfo.com/news/6457/physx-comparison-trailer-for-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6457/physx-comparison-trailer-for-batman-arkham-city/#comments</comments>
		<pubDate>Tue, 18 Oct 2011 20:33:30 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Video]]></category>

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First trailer, showcasing supplementary GPU PhysX content for upcoming Batman: Arkham City title in comparison to normal &#8220;console&#8221; physics layer, was revealed today.
Update: PhysX in Batman: Arkham City article at GeForce.com

Some effects, like SPH smoke, cloth banners and &#8220;dynamic&#8221; paper, are familiar for us from previous Batman game, others, like intense particle effects, are promising [...]]]></description>
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<p style="text-align: justify;">First trailer, showcasing supplementary <strong>GPU PhysX content</strong> for upcoming <strong>Batman: Arkham City</strong> title in comparison to normal &#8220;console&#8221; physics layer, was revealed today.</p>
<p style="text-align: justify;"><strong>Update:</strong> PhysX in <a href="http://www.geforce.com/News/articles/exclusive-physx-in-batman-arkham-city-a-first-look" target="_blank">Batman: Arkham City</a> article at GeForce.com</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/trq6B4anzjM?version=3&amp;hl=ru_RU&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/trq6B4anzjM?version=3&amp;hl=ru_RU&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Some effects, like SPH smoke, cloth banners and &#8220;dynamic&#8221; paper, are familiar for us from previous <a href="http://physxinfo.com/data/vreview_batman.html" target="_blank">Batman game</a>, others, like intense particle effects, are promising new experience and immersion.</p>
<p style="text-align: justify;">Slightly delayed PC version of <strong>Batman: Arkham City</strong> is set to be released at November 18, 2011.</p>
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		<title>More details about PhysX support in Batman: Arkham City</title>
		<link>http://physxinfo.com/news/6220/more-details-about-physx-support-in-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6220/more-details-about-physx-support-in-batman-arkham-city/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 21:43:44 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[PhysX]]></category>

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In a recent interview to PCGamesHardware.de, Ben Wyatt, technical director at Rocksteady Studios, has revealed some technical details about PhysX implementation and GPU PhysX support in upcoming Batman: Arkham City title.

Let&#8217;s overview disclosed facts briefly:

Batman Arkham City won&#8217;t use PhysX 3, but PhysX SDK 2.8.4 instead.
GPU PhysX content will be able to run on CPU, [...]]]></description>
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<p style="text-align: justify;">In a <a href="http://www.pcgameshardware.de/aid,846848/Technik-Interview-Batman-Arkham-City-Alles-ueber-DX11-Tessellation-und-Compute-Shader-bessere-Grafik-in-der-PC-Version/Action-Spiel/News/" target="_blank">recent interview</a> to PCGamesHardware.de, <strong>Ben Wyatt</strong>, technical director at Rocksteady Studios, has revealed some technical details about PhysX implementation and <strong>GPU PhysX</strong> support in upcoming <a href="http://community.batmanarkhamcity.com/" target="_blank">Batman: Arkham City</a> title.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6228" title="Wallpaper_Batman" src="http://physxinfo.com/news/wp-content/uploads/2011/09/Wallpaper_Batman.jpg" alt="" width="550" height="213" /></p>
<p style="text-align: justify;">Let&#8217;s overview disclosed facts briefly:</p>
<ul style="text-align: justify;">
<li>Batman Arkham City won&#8217;t use <a href="http://physxinfo.com/wiki/PhysX_SDK_3.x" target="_blank">PhysX 3</a>, but PhysX SDK 2.8.4 instead.</li>
<li>GPU PhysX content will be able to run on CPU, but with significant performance drop (typical GPU exclusive content type, we presume).</li>
<li><a href="http://physxinfo.com/wiki/APEX_Destruction" target="_blank">APEX Destruction</a> (destructible objects and walls) and <a href="http://physxinfo.com/wiki/APEX_Clothing" target="_blank">APEX Clothing</a> (<span style="text-decoration: underline;">clothing simulation on characters</span>, dynamic paper and leaves) modules will be utilized.</li>
</ul>
<p style="text-align: justify;">Since <a href="http://physxinfo.com/wiki/APEX_Particles" target="_blank">APEX Particles</a> module was not mentioned, it seems that GPU accelerated particles (smoke, debris) will be based on default PhysXParticleSystem implementation (like in <a href="http://physxinfo.com/data/vreview_alice.html" target="_blank">Alice: Madness Returns</a>).</p>
<p><span id="more-6220"></span></p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://www.pcgameshardware.com/aid,846939/Batman-Arkham-City-Technical-advantages-of-the-PC-version-DX11-tessellation-and-more/News/" target="_blank">english version</a> of the interview from PCGamesHardware.com</p>
<blockquote>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> Will the PC version of Batman: Arkham City like Batman: Arkham Asylum utilize Nvidia&#8217;s PhysX API including support for Physics calculated on the GPU?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> Yes. Like Batman: Arkham Asylum, the PC version of Batman: Arkham City will feature realistic smoke, debris, leaves, and paper using GPU PhysX. There will also be features not seen in Batman: Arkham Asylum including clothing on characters.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> Which of the different APEX modules do you use (Apex Clothing/Particles (Destruction/Turbulence for fluids)? Can you give a short description where in the game APEX will be applied?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> APEX destructibles are used in the PC version for breakable elements in the game including breakable walls and objects that get thrown during fights. APEX clothing is used in the PC version for several of the characters you&#8217;ll encounter in the game and for simulating effects like paper and leaves. APEX clothing was also used for many of the cutscenes which can be seen on all platforms.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> What are the visual differences between physics calculated by CPU and GPU (via PhysX/APEX)?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> The extra PhysX effects in the PC version of the game add another dimension of realism to the game. When fighting as Batman or Catwoman, you will see walls break into splinters, paper and debris get kicked up, smoke respond realistically, and clothes on the thugs you fight.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> Are there any features that players without an Nvidia card will miss? What technical features cannot be realized with the CPU as &#8220;physics calculator&#8221;?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> All PhysX and APEX features can be run on the CPU or an NVIDIA GPU, but you can expect the game to run much slower without NVIDIA GPU acceleration when the additional PhysX effects are enabled. An NVIDIA GPU is recommended for all the additional PhysX features.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> Do you plan to use the latest PhysX SDK 3? Which advantages do you see compared to previous versions?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> Batman: Arkham City uses PhysX 2.8.4.</p>
</blockquote>
<p style="text-align: justify;">PC version of <strong>Batman: Arkham City</strong> is supposed to be released in first weeks of November, 2011.</p>
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		<title>First screenshots showcasing GPU PhysX in Batman: Arkham City</title>
		<link>http://physxinfo.com/news/6063/first-screenshots-showcasing-gpu-physx-in-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6063/first-screenshots-showcasing-gpu-physx-in-batman-arkham-city/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 14:33:29 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Screenshots]]></category>

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At Gamescom 2011,  Rocksteady Studios have released a new set of screenshots, featuring new &#8220;Mr. Freeze&#8221; foe, for higly-anticipated Batman: Arkham City. Previous game, Batman: Arkham Asylum, was one of the best titles with GPU PhysX support, and sequel is promised to support PhysX feature too, as well as DX11 and tesselation.
However, attentive user may [...]]]></description>
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<p style="text-align: justify;">At Gamescom 2011,  <em>Rocksteady Studios </em>have released a new set of screenshots, featuring new &#8220;Mr. Freeze&#8221; foe, for higly-anticipated <strong>Batman: Arkham City</strong>. Previous game, <strong>Batman: Arkham Asylum</strong>, was one of the best titles <a href="http://physxinfo.com/data/vreview_batman.html" target="_blank">with GPU PhysX support</a>, and sequel is promised to support PhysX feature too, as well as DX11 and tesselation.</p>
<p style="text-align: justify;">However, attentive user may notice that some of those screenshots are already containing <strong>GPU PhysX</strong> effects. Let&#8217;s take a closer look:</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/08/Batnam_AC-3.jpg" rel="shadowbox[post-6063];player=img;" title="Batnam_AC-3_sm"><img class="aligncenter size-full wp-image-6066" title="Batnam_AC-3_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/08/Batnam_AC-3_sm.jpg" alt="" width="550" height="326" /></a></p>
<p style="text-align: justify;">Description for this screenshot at <a href="http://www.geforce.com/News/articles/gamescom-arkham-freeze-pics" target="_blank">GeForce.com</a> states &#8220;<span style="text-decoration: underline;">Broken shards of ice</span> will really pop out with PhysX enabled&#8221;. Looks similar to <a href="http://physxinfo.com/wiki/APEX_Destruction" target="_blank">APEX Destruction</a> effects we saw in other GPU PhysX games.</p>
<p><span id="more-6063"></span></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/08/Batnam_AC-2.jpg" rel="shadowbox[post-6063];player=img;" title="Batnam_AC-2-sm"><img class="aligncenter size-full wp-image-6071" title="Batnam_AC-2-sm" src="http://physxinfo.com/news/wp-content/uploads/2011/08/Batnam_AC-2-sm.jpg" alt="" width="550" height="309" /></a></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/08/Batnam_AC-2.jpg" rel="shadowbox[post-6063];player=img;"></a>This screenshot is showcasing dynamic <span style="text-decoration: underline;">volumetric smoke</span> &#8211; effect, <a href="http://www.physxinfo.com/data/pic.php?id=batman_5" target="_blank">extensively used</a> in previous Batman game.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/08/Batnam_AC-1.jpg" rel="shadowbox[post-6063];player=img;" title="Batnam_AC-1_sm"><img class="aligncenter size-full wp-image-6074" title="Batnam_AC-1_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/08/Batnam_AC-1_sm.jpg" alt="" width="550" height="312" /></a></p>
<p style="text-align: justify;">And finally, you can notice small debris and ice shards on the floor behind Mr. Freeze &#8211; those are <span style="text-decoration: underline;">physically simulated particles</span>, than can be found almost in every single title with hardware PhysX effects. When used properly, they can add a lot of immersion and fidelity to the game.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> more details can be found on Batman: Arkham City page <a href="http://uk.geforce.com/games-applications/pc-games/batman-arkham-city/description" target="_blank">at GeForce.com</a></p>
<blockquote>
<p style="text-align: justify;">Headlining the feature list is a number of PhysX-powered visual effects  that add extra immersion and physicality to scenes. As seen in our  screenshots, areas are enhanced with <span style="text-decoration: underline;">destructible surfaces</span>, making it  appear that the attacks of Batman and his foes are physically affecting  the environments; <span style="text-decoration: underline;">extra particles</span> are generated when characters strike  surfaces with force; dense <span style="text-decoration: underline;">fog and smoke</span> moves and parts realistically  as characters and objects interact with it; <span style="text-decoration: underline;">cloth, rugs</span> and other scene  elements react similarly; glass, debris and other destructible objects  <span style="text-decoration: underline;">deform accurately</span> and with <span style="text-decoration: underline;">added detail</span>; and in general there are <span style="text-decoration: underline;">more  particles</span> and more objects on the ground, in the air, and on characters,  all of which can be interacted with in some way.</p>
</blockquote>
<p style="text-align: justify;"><strong>Batman: Arkham City</strong> is scheduled to be released on October 18 (North America) and October 21 (Europe) 2011.</p>
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