<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>PhysXInfo.com - PhysX News &#187; Benchmark</title>
	<atom:link href="http://physxinfo.com/news/tag/benchmark/feed/" rel="self" type="application/rss+xml" />
	<link>http://physxinfo.com/news</link>
	<description></description>
	<lastBuildDate>Thu, 02 Feb 2012 15:33:53 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<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>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=6922</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
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>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<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>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/6922/batman-arkham-city-physx-benchmarks-roundup/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<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>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=6828</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
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>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<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>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/6828/batman-arkham-city-physx-benchmark-comparison/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>PhysX FluidMark 1.4.0 available</title>
		<link>http://physxinfo.com/news/6660/physx-fluidmark-1-4-0-available/</link>
		<comments>http://physxinfo.com/news/6660/physx-fluidmark-1-4-0-available/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 13:13:16 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Fluidmark]]></category>
		<category><![CDATA[Multi-Core]]></category>
		<category><![CDATA[SPH Fluids]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=6660</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
JeGX has presented new 1.4.0 version of FluidMark, benchmarking and testing tool for GPU PhysX/Hybrid PhysX systems.
Release Highlights:

 New: added two benchmark presets (1080 and 720).


Preset:1080: with this preset, the settings are the following::  1920×1080 fullscreen, duration of 60 sec, 60000 particles, heavy additional graphics load and multithreaded PhysX synchronized on the rendering.
Preset:720: with [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p><a href="http://www.geeks3d.com/">JeGX</a> has presented new <a href="http://www.geeks3d.com/20111108/fluidmark-1-4-0-physx-opengl-benchmark-fluid-sph-simulation/">1.4.0 version</a> of <strong>FluidMark</strong>, benchmarking and testing tool for GPU PhysX/Hybrid PhysX systems.</p>
<p><img class="nob aligncenter size-full wp-image-6683" title="fluidmark_14_3" src="http://physxinfo.com/news/wp-content/uploads/2011/11/fluidmark_14_3.jpg" alt="" width="600" height="378" /><strong>Release Highlights:</strong></p>
<ul>
<li style="text-align: justify;"> New: added two benchmark presets (1080 and 720).</li>
</ul>
<blockquote>
<p style="text-align: justify;"><strong>Preset:1080:</strong> with this preset, the settings are the following::  1920×1080 fullscreen, duration of 60 sec, 60000 particles, heavy additional graphics load and multithreaded PhysX synchronized on the rendering.</p>
<p style="text-align: justify;"><strong>Preset:720</strong>: with this preset, the settings are the following:  1280×720 fullscreen, duration of 60 sec, 30000 particles, moderate additional graphics load and multithreaded PhysX synchronized on the rendering.</p>
</blockquote>
<ul>
<li style="text-align: justify;"> New: PhysX built-in CPU multicore option added.</li>
<li style="text-align: justify;"> New: score submission with oZone3D.Net account.</li>
<li style="text-align: justify;"> Update: the additional graphics load option covers now the whole screen and not only the upper-right corner.</li>
<li style="text-align: justify;"> Update: revamp of the main startup dialog box (now a bit simpler to use).</li>
<li style="text-align: justify;"> Update: compiled with PhysX SDK 2.8.4.6.</li>
<li style="text-align: justify;"> Bugfix: fixed a nasty deadlock that hung FluidMark sometimes at the end the tests.</li>
</ul>
<p style="text-align: justify;">You can download <strong>PhysX FluidMark 1.4.0</strong> from <a href="http://www.geeks3d.com/20111108/fluidmark-1-4-0-physx-opengl-benchmark-fluid-sph-simulation/" target="_blank">Geeks3D.com</a>.</p>
<p style="text-align: justify;">We remind you, that in case if you want to use FluidMark 1.40 with <a href="http://physxinfo.com/news/6496/hybrid-physx-mod-1-05ff-is-available/">Hybrid PhysX Mod</a>, you need to delete/rename <span style="text-decoration: underline;">PhysXDevice.dll</span> file in application folder, due to usage of <span style="text-decoration: underline;">driverless</span> PhysX SDK 2.8.4.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/6660/physx-fluidmark-1-4-0-available/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Alice: Madness Returns PhysX benchmarks roundup</title>
		<link>http://physxinfo.com/news/5921/alice-madness-returns-physx-benchmarks-roundup/</link>
		<comments>http://physxinfo.com/news/5921/alice-madness-returns-physx-benchmarks-roundup/#comments</comments>
		<pubDate>Fri, 24 Jun 2011 10:30:39 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Alice]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[Benchmark]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=5921</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Alice: Madness Returns &#8211; first game with GPU PhysX support this year and title with most impressive PhysX particle effects.
To determine hardware PhysX performance patterns and GPU requirements we tried to gather all PhysX focused articles and benchmarks, available so far.
[18.06.2011] Alice: Madness Returns GPU test by GameGpu.ru
One of the first articles with proper GPU [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;"><a href="http://physxinfo.com/data/vreview_alice.html/" target="_blank">Alice: Madness Returns</a> &#8211; first game with <strong>GPU PhysX</strong> support this year and title with most impressive PhysX particle effects.</p>
<p style="text-align: justify;">To determine hardware PhysX performance patterns and GPU requirements we tried to gather all PhysX focused articles and benchmarks, available so far.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">[18.06.2011]</span> <a href="http://gamegpu.ru/Action-/-FPS-/-TPS/Alice-Madness-Returns-test-GPU.html" target="_blank"><strong>Alice: Madness Returns GPU test</strong></a> by <span style="text-decoration: underline;">GameGpu.ru</span></p>
<p style="text-align: justify;">One of the first articles with proper GPU PhysX benchmarks.</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-5925" title="gamegpu_alice_2" src="http://physxinfo.com/news/wp-content/uploads/2011/06/gamegpu_alice_2.jpg" alt="" width="550" height="360" /></p>
<p style="text-align: justify;">According to their test, only top level NVIDIA GPUs can ensure decent framerate, while used for both graphics and PhysX calculations (however, from our experience, only most intensive PhysX scenes are affecting performance so negative).</p>
<p><span id="more-5921"></span></p>
<p style="text-align: justify;">Benchmarks of dedicated PhysX cards are also included:</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-5923" title="gamegpu_alice_1" src="http://physxinfo.com/news/wp-content/uploads/2011/06/gamegpu_alice_1.jpg" alt="" width="550" height="549" /></p>
<p style="text-align: justify;">As you may see, dependance is non-linear &#8211; from certain point using more powerfull GPU is not resulting in framerate increase.</p>
<p><span style="color: #ff0000;">[13.07.2011]</span> <a href="http://www.bjorn3d.com/read.php?cID=2086&amp;pageID=10732" target="_blank"><strong>Alice: Madness Returns Review</strong></a> by <span style="text-decoration: underline;">Bjorn3D.com</span></p>
<p style="text-align: justify;">Standart game review with small benchmarking part</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>Resolution/Settings</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Performance -<br />
2x GTX 580 SLI</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Performance -<br />
GTX 580</strong></td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080 in 3D, Max, High PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">39.14 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">28.4 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080 in 3D, Max, Medium PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">47.11 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">35.17 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080 in 3D, Max, Low PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">60 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">58.48 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080, Max, High PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">104 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">57 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080, Max, Medium PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">118 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">63 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1920&#215;1080, Max, Low PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">148 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">81 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1600&#215;900, Max, Low PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">156 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">89 FPS</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">1280&#215;720, Max, Low PhysX</td>
<td style="border: 1px solid #858585; padding: 5px;">172 FPS</td>
<td style="border: 1px solid #858585; padding: 5px;">101 FPS</td>
</tr>
</tbody>
</table>
<blockquote>
<p style="text-align: justify;">Second of all, Alice has some fantastic PhysX features, though we&#8217;ve noticed a big performance decrease when PhysX is set to High. Medium keeps most of the PhysX effects, and users can get better FPS while gaming without sacrificing too much from the effects</p>
</blockquote>
<p style="text-align: justify;"><span style="color: #ff0000;">[18.08.2011]</span> <strong><a href="http://pctuning.tyden.cz/multimedia/hry-a-zabava/21785-alice-madness-returns-gpu-fyzika-v-akci" target="_blank">Alice: Madness Returns — GPU fyzika v akci</a></strong> by <span style="text-decoration: underline;">PCtuning</span></p>
<p style="text-align: justify;">Checz article, includes good set of GPU and CPU benchmarks, with various PhysX settings.</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-6042" title="alice_PhysX_pctuning" src="http://physxinfo.com/news/wp-content/uploads/2011/06/alice_PhysX_pctuning.png" alt="" width="550" height="446" /></p>
<p style="text-align: center;"><em>– We’ll update this post as more articles emerge –</em></p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/5921/alice-madness-returns-physx-benchmarks-roundup/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>New GPU PhysX benchmark released for online shooter Mars</title>
		<link>http://physxinfo.com/news/5837/new-gpu-physx-benchmark-released-for-online-shooter-mars/</link>
		<comments>http://physxinfo.com/news/5837/new-gpu-physx-benchmark-released-for-online-shooter-mars/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 10:52:48 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[Mars]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=5837</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
New GPU PhysX benchmark was revealed today &#8211; it is showcasing APEX integration and hardware accelerated PhysX support in upcoming online TPS game called Mars, developed by Epic China in Shanghai. Mars is the first China developed online shooting title, based on Unreal Engine 3, and is supposed to offer player fresh PvP and PvE [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">New <strong>GPU PhysX</strong> benchmark was revealed today &#8211; it is showcasing APEX integration and hardware accelerated PhysX support in upcoming online TPS game called <a href="http://www.qqsm.com/v5/" target="_blank">Mars</a>, developed by Epic China in Shanghai. <strong>Mars</strong> is the first China developed online shooting title, based on <strong>Unreal Engine 3</strong>, and is supposed to offer player fresh PvP and PvE experience, vibrant graphics, customizable avatars and weapons.</p>
<p style="text-align: justify;">Benchmark itself is showcasing a <span style="text-decoration: underline;">decent</span> level of GPU PhysX effects, especially in comparison to other games like <a href="http://physxinfo.com/news/2841/mkz-gpu-physx-benchmark-version-2-2/" target="_blank">MKZ</a> and <a href="http://physxinfo.com/news/2803/jx3-physx-and-cuda-benchmark/" target="_blank">Jianxia 3</a>.</p>
<p style="text-align: justify;">This includes: various <span style="text-decoration: underline;">particle effects</span> &#8211; physically simulated debris from explosions, chunks from bullet impacts, sparks, etc</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Particles1_b.jpg" rel="shadowbox[post-5837];player=img;" title="Mars_PhysX_Particles1"><img class="aligncenter size-full wp-image-5856" title="Mars_PhysX_Particles1" src="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Particles1.jpg" alt="Mars Benchmark - PhysX Particles" width="550" height="336" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Particles2_b.jpg" rel="shadowbox[post-5837];player=img;" title="Mars_PhysX_Particles2"><img class="aligncenter size-full wp-image-5863" title="Mars_PhysX_Particles2" src="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Particles2.jpg" alt="Mars Benchmark - PhysX Particles" width="550" height="336" /></a></p>
<p><span id="more-5837"></span></p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Destructible</span> environments, thanks to APEX Destructible module</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Destr_b.jpg" rel="shadowbox[post-5837];player=img;" title="Mars_PhysX_Destr"><img class="aligncenter size-full wp-image-5866" title="Mars_PhysX_Destr" src="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Destr.jpg" alt="Mars Benchmark - PhysX Destruction" width="550" height="336" /></a></p>
<p style="text-align: justify;">high number of dynamic <span style="text-decoration: underline;">Cloth</span> objects &#8211; banners, flags, torn apart by shockwaves, and flying newspapers</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Cloth_b.jpg" rel="shadowbox[post-5837];player=img;" title="Mars_PhysX_Cloth"><img class="aligncenter size-full wp-image-5869" title="Mars_PhysX_Cloth" src="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Cloth.jpg" alt="Mars Benchmark - PhysX Cloth" width="550" height="336" /></a></p>
<p style="text-align: justify;">and <span style="text-decoration: underline;">Fluid</span> simulation (for example, this fountain is using 16 000 SPH-particles).</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Fluids_b.jpg" rel="shadowbox[post-5837];player=img;" title="Mars_PhysX_Fluids"><img class="aligncenter size-full wp-image-5859" title="Mars_PhysX_Fluids" src="http://physxinfo.com/news/wp-content/uploads/2011/06/Mars_PhysX_Fluids.jpg" alt="Mars Becnhmark - PhysX Fluids" width="550" height="336" /></a></p>
<p style="text-align: justify;">We have performed several benchmark runs (high settings, 1680&#215;1024, 2xMSAA), to test out the performance on our system (C2Q 9400 @2.6, 4 Gb RAM, GTX 470, Win 7 x64)</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>PhysX on</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Performance</strong></td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">CPU &#8211; C2Q 9400</td>
<td style="border: 1px solid #858585; padding: 5px;">11.50 fps</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GPU &#8211; GTX 470</td>
<td style="border: 1px solid #858585; padding: 5px;">22.93 fps</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">Current state of the game &#8211; open beta test. In addition, <strong>Mars</strong> fully supports NVIDIA 3D Vision technology.</p>
<p style="text-align: justify;">You can download <strong>Mars GPU PhysX benchmark</strong> from <a href="http://www.geforce.cn/whats-new/articles/qqsm-benchmark" target="_blank">GeForce.cn</a> or <a href="http://www.qqsm.com/v5/benchmark.html" target="_blank">game website</a> (712 Mb)</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/5837/new-gpu-physx-benchmark-released-for-online-shooter-mars/feed/</wfw:commentRss>
		<slash:comments>28</slash:comments>
		</item>
		<item>
		<title>How powerful must be a dedicated PhysX card ?</title>
		<link>http://physxinfo.com/news/5449/how-powerful-must-be-a-dedicated-physx-card/</link>
		<comments>http://physxinfo.com/news/5449/how-powerful-must-be-a-dedicated-physx-card/#comments</comments>
		<pubDate>Tue, 05 Apr 2011 06:04:30 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Hardware]]></category>
		<category><![CDATA[Benchmark]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=5449</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Linus Tech Tips website has performed several benchmarks to find out if low-end dedicated PhysX cards are still valuable in systems with high-end graphics cards, using Mafia 2 benchmark.

8600 GTS GPU is clearly bottlenecking the whole system, resulting in lower fps than even a GTX 580, despite the fact that if single NVIDIA GPU is [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;"><a href="http://www.linustechtips.com/" target="_blank">Linus Tech Tips</a> website has performed several benchmarks to find out if low-end dedicated PhysX cards are still valuable in systems with high-end graphics cards, using <a href="http://www.youtube.com/watch?v=ONQfbGBtitY" target="_blank">Mafia 2 benchmark</a>.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" 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/cbww3dhzK0M?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/cbww3dhzK0M?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">8600 GTS GPU is clearly bottlenecking the whole system, resulting in lower fps than even a GTX 580, despite the fact that if single NVIDIA GPU is used in Mafia II, PhysX effects are <a href="http://physxinfo.com/news/3892/mafia-ii-is-not-using-gpu-for-physx-cloth-simulation/">partially running on CPU</a>.</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>Cards</strong></td>
<td style="border: 1px solid #858585; padding: 5px; background: #dadadb;"><strong>Performance</strong></td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 580 + 8600 GTS</td>
<td style="border: 1px solid #858585; padding: 5px;">30.3 fps</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 580</td>
<td style="border: 1px solid #858585; padding: 5px;">49.7 fps</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 580 + GTX 580</td>
<td style="border: 1px solid #858585; padding: 5px;">57.5 fps</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 580 + GTX 550 Ti</td>
<td style="border: 1px solid #858585; padding: 5px;">56.6 fps</td>
</tr>
<tr>
<td style="border: 1px solid #858585; padding: 5px;">GTX 580 + GTX 560 Ti</td>
<td style="border: 1px solid #858585; padding: 5px;">55.3 fps</td>
</tr>
</tbody>
</table>
<p style="text-align: justify;">In conclusion, in case if you want to pair a dedicated PhysX card with GTX 580-class GPU, find a decent one &#8211; GTX 550 or &#8220;even something a little bit lower-end&#8221;, as author of this video recommends.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/5449/how-powerful-must-be-a-dedicated-physx-card/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>MSI Kombustor 2.0.0 now includes PhysX simulation features</title>
		<link>http://physxinfo.com/news/4897/msi-kombustor-2-0-0-now-includes-physx-simulation-features/</link>
		<comments>http://physxinfo.com/news/4897/msi-kombustor-2-0-0-now-includes-physx-simulation-features/#comments</comments>
		<pubDate>Fri, 25 Feb 2011 21:01:28 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Kombustor]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4897</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
New version of Kombustor, MSI’s VGA burn-in test and benchmark utility, is now available.
2.0.0 release brings new graphics benchmark, that includes OpenGL 4 rendering, soft shadows, geometry instancing, tesselation and PhysX SDK based cloth and particles simulation &#8211; sort of FurMark, FluidMark and TessMark features fused together.

Physics part is pretty robust &#8211; it is using [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">New version of <strong>Kombustor</strong>, MSI’s VGA burn-in test and benchmark utility, is <a href="http://www.geeks3d.com/20110225/msi-kombustor-2-0-0-opengl-4-0-benchmark-physx-tessellation-geometry-instancing-furmark/" target="_blank">now available</a>.</p>
<p style="text-align: justify;"><strong>2.0.0</strong> release brings new graphics benchmark, that includes OpenGL 4 rendering, soft shadows, geometry instancing, tesselation and <strong>PhysX SDK</strong> based cloth and particles simulation &#8211; sort of FurMark, <a href="http://physxinfo.com/news/4555/physx-fluidmark-1-3-0-up-to-779-000-particles-on-gpu/" target="_blank">FluidMark</a> and TessMark features fused together.</p>
<div id="attachment_4899" class="wp-caption aligncenter" style="width: 560px"><a href="http://physxinfo.com/news/wp-content/uploads/2011/02/MSI_Kombustor.jpg" rel="shadowbox[post-4897];player=img;" title="MSI_Kombustor_sm"><img class="size-full wp-image-4899" title="MSI_Kombustor_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/02/MSI_Kombustor_sm.jpg" alt="" width="550" height="299" /></a><p class="wp-caption-text">PhysX simulation in MSI Kombustor, running purely on C2Q CPU</p></div>
<p style="text-align: center;">
<p style="text-align: justify;">Physics part is pretty robust &#8211; it is using latest <a href="http://physxinfo.com/news/3744/physx-sdk-2-8-4-say-goodbye-to-system-software/" target="_blank">PhysX SDK 2.8.4.4</a> and supports both GPU acceleration and multi-core CPU optimizations.</p>
<p style="text-align: justify;">You can download <strong>MSI Kombustor 2.0.0</strong> from <a href="http://www.geeks3d.com/20110225/msi-kombustor-2-0-0-opengl-4-0-benchmark-physx-tessellation-geometry-instancing-furmark/" target="_blank">here</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4897/msi-kombustor-2-0-0-now-includes-physx-simulation-features/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>PhysX FluidMark 1.3.0: up to 779 000 particles on GPU</title>
		<link>http://physxinfo.com/news/4555/physx-fluidmark-1-3-0-up-to-779-000-particles-on-gpu/</link>
		<comments>http://physxinfo.com/news/4555/physx-fluidmark-1-3-0-up-to-779-000-particles-on-gpu/#comments</comments>
		<pubDate>Fri, 26 Nov 2010 17:24:54 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Fluidmark]]></category>
		<category><![CDATA[SPH Fluids]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4555</guid>
		<description><![CDATA[Latest PhysX FluidMark benchmarking tool - now with even more particles !]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">New version of <strong>FluidMark</strong>, benchmarking tool for <span style="text-decoration: underline;">GPU PhysX</span> setups, is <a href="http://www.geeks3d.com/20101126/gpu-tool-fluidmark-1-3-0-gpu-physx-fluids-with-more-than-700k-sph-particles/" target="_blank">available for download</a>.</p>
<p style="text-align: justify;"><strong>Update:</strong> hotfix version <span style="text-decoration: underline;">1.3.1</span> released</p>
<ul>
<li style="text-align: justify;"><strong><span style="color: #008000;">Bugfix:</span></strong> online submission didn’t work properly when the nickname field was filled.</li>
<li style="text-align: justify;"><strong><span style="color: #008080;">Change:</span></strong> now Win32 Setup installs two shortcuts: FluidMark.exe (single GPU) and etqw.exe (SLI / CrossFire).</li>
</ul>
<p style="text-align: center;"><img class="alignnone size-full wp-image-4557" title="FluidMark_130" src="http://physxinfo.com/news/wp-content/uploads/2010/11/FluidMark_130.jpg" alt="PhysX FluidMark 1.3.1" width="550" height="332" /></p>
<p><strong>Release Notes:</strong></p>
<ul>
<li style="text-align: justify;"><span style="color: #ff0000;"><strong>New</strong></span>: <span style="text-decoration: underline;">scoring system change</span>. Now the global score <span style="text-decoration: underline;">is the sum</span> of PhysX  score   and GraphX (3D rendering) score. The global score is more  appropriate to reflect the gain brought by a <span style="text-decoration: underline;">dedicated PhysX card</span>.</li>
<li style="text-align: justify;"><span style="color: #ff0000;"><strong>New:</strong></span> added a <span style="text-decoration: underline;">new option</span> to increase the <span style="text-decoration: underline;">graphics workload</span> ([More graphics load] checkbox).</li>
<li style="text-align: justify;"><strong><span style="color: #008000;">Bugfix</span></strong>: fixed <span style="text-decoration: underline;">GPU memory allocation</span>. Now you can run <span style="text-decoration: underline;">more than 700’000</span> SPH particles.</li>
<li style="text-align: justify;"><span style="color: #008080;"><strong>Change:</strong></span> online submission improved.</li>
<li style="text-align: justify;"><span style="color: #008080;"><strong>Change:</strong></span> updated <span style="text-decoration: underline;">GPU monitoring code</span> with latest version of ZoomGPU (1.5.11)</li>
<li style="text-align: justify;"><span style="color: #008080;"><strong>Change:</strong></span> <span style="text-decoration: underline;">removed</span> [Heavy PhysX mode] and [Use particle count] checkboxes.</li>
</ul>
<p>You can download <strong>FluidMark 1.3.0</strong> from <a href="http://www.geeks3d.com/20101126/gpu-tool-fluidmark-1-3-0-gpu-physx-fluids-with-more-than-700k-sph-particles/" target="_blank">here</a></p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4555/physx-fluidmark-1-3-0-up-to-779-000-particles-on-gpu/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>FluidMark 1.2.2: compiled with newest PhysX SDK 2.8.4.</title>
		<link>http://physxinfo.com/news/4267/fluidmark-1-2-2-compiled-with-newest-physx-sdk-2-8-4/</link>
		<comments>http://physxinfo.com/news/4267/fluidmark-1-2-2-compiled-with-newest-physx-sdk-2-8-4/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 10:00:31 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Fluidmark]]></category>
		<category><![CDATA[Multi-Core]]></category>
		<category><![CDATA[SSE]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4267</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Jerome &#8220;JeGX&#8221; Guinot has updated his popular benchmarking tool, known as PhysX FluidMark, to version 1.2.2.

Release Notes:

Version 1.2.2 &#8211; 2010-09-20
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;
! Change: new post processing (post-FX) effect.
! Change: scores submissions are limited to fullscreen mode + No AA + No PostFX.
! Update: compiled with PhysX SDK 2.8.4.4.
* Bugfix: the resolution 1920&#215;1080 was not saved at the [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;"><a href="http://www.geeks3d.com/" target="_blank">Jerome &#8220;JeGX&#8221; Guinot</a> has updated his <a href="http://www.geeks3d.com/20100921/gpu-tool-fluidmark-1-2-2-updated-with-physx-sdk-2-8-4-4/" target="_blank">popular benchmarking tool</a>, known as <strong>PhysX FluidMark</strong>, to version <strong>1.2.2.</strong></p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-4270" title="FluidMark 1.2.2" src="http://physxinfo.com/news/wp-content/uploads/2010/09/FluidMark-1.2.2.jpg" alt="" width="500" height="273" /></p>
<p style="text-align: justify;"><strong>Release Notes:</strong></p>
<blockquote>
<p style="text-align: justify;">Version 1.2.2 &#8211; 2010-09-20<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
! Change: new post processing (post-FX) effect.<br />
! Change: scores submissions are limited to fullscreen mode + No AA + No PostFX.<br />
! Update: compiled with PhysX SDK 2.8.4.4.<br />
* Bugfix: the resolution 1920&#215;1080 was not saved at the closing of FluidMark.</p>
</blockquote>
<p style="text-align: justify;">As you may notice, particles have changed their color from vibrant yellow to bloody red, but major improvements are related to usage of newest <a href="http://physxinfo.com/news/3744/physx-sdk-2-8-4-say-goodbye-to-system-software/" target="_blank">PhysX SDK 2.8.4.4.</a></p>
<p><span id="more-4267"></span></p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>1)</strong></span> FluidMark 1.2.2. <span style="color: #ff0000;"><span style="text-decoration: underline;">does no require PhysX System Software to be installed</span></span>, since SDK 2.8.4. is driverless.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-4289" title="FluidMark 1.2.2 - no PSS required (sm)" src="http://physxinfo.com/news/wp-content/uploads/2010/09/FluidMark-1.2.2-no-PSS-required-sm.jpg" alt="" width="600" height="293" /></p>
<p style="text-align: justify;">When <a href="http://physxinfo.com/news/2872/physx-fluidmark-1-2-ready-for-download/" target="_blank">FluidMark 1.2.0.</a> can only helplessly display error messages, version <span style="text-decoration: underline;">1.2.2.</span> starts without any problems.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>2)</strong></span> Binary version of PhysX SDK 2.8.4. is <span style="color: #ff0000;"><span style="text-decoration: underline;">compiled with SSE2</span></span> optimizations, and, thus, we can expect some performance gain while running FluidMark <span style="text-decoration: underline;">on CPU</span>. But lets&#8217;s test this out:</p>
<p style="text-align: justify;"><span style="color: #0000ff;">System:</span><tt> C2Q 9400 CPU, GTX 470 + GTS 450 GPUs, 4Gb RAM, Win 7 x64, 260.63 GPU drivers, 9.10.0514 PSS. </tt><span style="color: #0000ff;">FluidMark Settings:</span><tt> 1024x768, Async mode Off, Multi-core PhysX On, 60000 particles, 60000 ms benchmarking time, 3 emitters.<br />
</tt></p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-4294" title="FluidMark - CPU test" src="http://physxinfo.com/news/wp-content/uploads/2010/09/FluidMark-CPU-test.png" alt="" width="509" height="390" /></p>
<p style="text-align: justify;">Stable <span style="text-decoration: underline;">performance improvement</span> &#8211; around <strong>14 %</strong>. Of course, it may not be purely SSE merit, but related to internal SDK tweaks, but it is good to see a progress.</p>
<p style="text-align: justify;">And what about GPU calculations ?</p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-4297" title="FluidMark - GPU test" src="http://physxinfo.com/news/wp-content/uploads/2010/09/FluidMark-GPU-test.png" alt="" width="610" height="390" /></p>
<p style="text-align: justify;"><span style="text-decoration: underline;">No actual difference</span> between FluidMark 1.2.0 and 1.2.2.</p>
<p style="text-align: justify;">Obviously, single GTX 470 is significantly faster than dedicated GTS 450, because FluidMark is not stressing system with graphics calculations. In actual games dedicated PhysX GPU will perform much better.</p>
<p style="text-align: justify;">You can <strong>download FluidMark 1.2.2. </strong>from <a href="http://www.geeks3d.com/20100921/gpu-tool-fluidmark-1-2-2-updated-with-physx-sdk-2-8-4-4/" target="_blank">here</a></p>
<p style="text-align: justify;"><tt>Our thanks to JeGX for pre-release version of FluidMark 1.2.2., provided beforehand <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
</tt></p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4267/fluidmark-1-2-2-compiled-with-newest-physx-sdk-2-8-4/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>PhysX: Physikoterapia</title>
		<link>http://physxinfo.com/news/4128/physx-physikoterapia/</link>
		<comments>http://physxinfo.com/news/4128/physx-physikoterapia/#comments</comments>
		<pubDate>Fri, 10 Sep 2010 14:13:30 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4128</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
And yet another PhysX article has arrived today &#8211; this particular one from PClab.pl is mostly focused on GPU PhysX effects analysis and comparison.
Almost every single modern title with hardware accelerated PhysX content (except for Sacred 2 and Darkest of Days) was reviewed, and detailed description of extra PhysX content both in form of text [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">And yet another PhysX article has arrived today &#8211; this <a href="http://pclab.pl/art42262.html" target="_blank">particular one</a> from PClab.pl is mostly focused on <strong>GPU PhysX</strong> effects analysis and comparison.</p>
<p style="text-align: justify;">Almost <span style="text-decoration: underline;">every single</span> modern title with hardware accelerated PhysX content (except for Sacred 2 and Darkest of Days) was reviewed, and detailed description of extra PhysX content both in form of text and comparison videos were included. For example:</p>
<p style="text-align: justify;"><strong>Mafia II</strong></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" 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/y0ssolihT64?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/y0ssolihT64?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><strong>Batman: Arkham Asylum</strong></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" 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/eRw7ccrDRIQ?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/eRw7ccrDRIQ?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><span id="more-4128"></span></p>
<p style="text-align: justify;">Of course, article would be complete without huge set of benchmarks:</p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-4131" title="cryo_1680_aa4" src="http://physxinfo.com/news/wp-content/uploads/2010/09/cryo_1680_aa4.png" alt="" width="550" height="608" /></p>
<p style="text-align: justify;">In addition, some space was used to explain situation with <span style="text-decoration: underline;">multi-threading/x87</span> in current PhysX SDK, and overview a concurrent physics solutions, like Bullet and Havok.</p>
<p style="text-align: justify;"><strong>Sum:</strong></p>
<p style="text-align: justify;">Judging comparison video timestamps, this article was in production for several months. Amount of work is impressive &#8211; so, if you know Polish, why are you still sitting here ?</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4128/physx-physikoterapia/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>

