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	<title>PhysXInfo.com - PhysX News &#187; Demo</title>
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		<title>Fluid Simulation demo with OpenGL and PhysX SDK 3.0</title>
		<link>http://physxinfo.com/news/6689/fluid-simulation-demo-with-opengl-and-physx-sdk-3-0/</link>
		<comments>http://physxinfo.com/news/6689/fluid-simulation-demo-with-opengl-and-physx-sdk-3-0/#comments</comments>
		<pubDate>Wed, 09 Nov 2011 17:54:59 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[PhysX 3]]></category>
		<category><![CDATA[SPH Fluids]]></category>

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Very interesting PhysX Fluid Simulation demo was revealed by a user Finalspace on German Delphi OpenGL Community forum.
Written from scratch on C++, based on PhysX SDK 3.0.2 and OpenGL, this demo is showcasing Smoothed Particle Hydrodynamics (SPH) fluid simulation in a basic environment.

However, the amount of options is appealing &#8211; you can choose from various [...]]]></description>
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<p style="text-align: justify;">Very interesting <strong>PhysX Fluid Simulation</strong> demo was revealed by a user <strong>Finalspace</strong> on German <a href="http://www.delphigl.com/forum/viewtopic.php?p=88143" target="_blank">Delphi OpenGL Community</a> forum.</p>
<p style="text-align: justify;">Written from scratch on C++, based on <a href="http://physxinfo.com/wiki/PhysX_SDK_3.x" target="_blank">PhysX SDK 3.0.2</a> and OpenGL, this demo is showcasing Smoothed Particle Hydrodynamics (SPH) fluid simulation in a basic environment.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6697" title="PhysXFluidSimulation" src="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation.jpg" alt="" width="550" height="280" /></p>
<p style="text-align: justify;">However, the amount of options is appealing &#8211; you can choose from various scenes, change fluid parameters, add rigid bodies or more particles (up to <span style="text-decoration: underline;">262 000</span>), apply forces to the fluid, switch rendering modes &#8211; PhysX Fluid Simulation is a <strong>fully functional playground</strong>, more advanced than original <a href="http://physxinfo.com/wiki/PhysX_Fluid_Demo" target="_blank">PhysX Fluids</a> demo from NVIDIA.</p>
<p style="text-align: justify;">You can download <strong>PhysX Fluid Simulation v 1.2</strong> from <a href="http://physxfiles.com/PhysX_Fluid_Simulation_1.2.zip">our server</a> (1.7 mb), or from <a href="http://www.delphigl.com/forum/viewtopic.php?p=88143" target="_blank">original thread</a>.</p>
<p style="text-align: justify;"><span id="more-6689"></span><strong>Screenshots:</strong></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation-1.png" rel="shadowbox[post-6689];player=img;" title="PhysXFluidSimulation-1_sm"><img class="size-full wp-image-6702 alignnone" title="PhysXFluidSimulation-1_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation-1_sm.png" alt="" width="300" height="225" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation-2.png" rel="shadowbox[post-6689];player=img;" title="PhysXFluidSimulation-2_sm"><img class="alignnone size-full wp-image-6704" title="PhysXFluidSimulation-2_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation-2_sm.png" alt="" width="300" height="225" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation-3.png" rel="shadowbox[post-6689];player=img;" title="PhysXFluidSimulation-3_sm"><img class="alignnone size-full wp-image-6707" title="PhysXFluidSimulation-3_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation-3_sm.png" alt="" width="300" height="225" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation-4.png" rel="shadowbox[post-6689];player=img;" title="PhysXFluidSimulation-4_sm"><img class="alignnone size-full wp-image-6709" title="PhysXFluidSimulation-4_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/11/PhysXFluidSimulation-4_sm.png" alt="" width="300" height="225" /></a></p>
<p style="text-align: justify;"><strong>Controls:</strong></p>
<p style="text-align: justify;">(R) &#8211; reset scene</p>
<p style="text-align: justify;">(H) &#8211; enable/disable GPU acceleration.</p>
<p style="text-align: justify;">(S) &#8211; switch Fluid rendering mode (screen space fluid, particles, point sprites).</p>
<p style="text-align: justify;">(Arrow Keys) &#8211; apply forces to the fluid.</p>
<p style="text-align: justify;">(L) &#8211; cycle simulation scenario and collision geometry (normal box, small box, large and flat box, tall and narrow box).</p>
<p style="text-align: justify;">(1-6) &#8211; choose object to be added to the scene</p>
<ul>
<li style="text-align: justify;">1 &#8211; rigid body: box</li>
<li style="text-align: justify;">2 &#8211; rigid body: sphere</li>
<li style="text-align: justify;">3 &#8211; rigid body: capsule</li>
<li style="text-align: justify;">4 &#8211; fluid: one particle</li>
<li style="text-align: justify;">5 &#8211; fluid: 512 particles</li>
<li style="text-align: justify;">6 &#8211; fluid: 65 000 particles</li>
</ul>
<p style="text-align: justify;">(Space) &#8211; add new object to the scene</p>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>GPU Rigid Bodies in pictures</title>
		<link>http://physxinfo.com/news/6649/gpu-rigid-bodies-in-pictures/</link>
		<comments>http://physxinfo.com/news/6649/gpu-rigid-bodies-in-pictures/#comments</comments>
		<pubDate>Sat, 05 Nov 2011 22:32:25 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[Screenshots]]></category>

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Recently, we got a chance to lay our hands on a bunch of high-resolution, never-seen-before screenhots from Art Gallery demo &#8211; it was used by NVIDIA to demonstrate APEX Destruction capabilities at GDC 2011.
For you viewing pleasure.
 
 

 
 
Art Gallery demo is featuring full-scale hardware acceleration of Rigid Body physics simulation (GPU Rigid [...]]]></description>
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<p style="text-align: justify;">Recently, we got a chance to lay our hands on a bunch of high-resolution, never-seen-before screenhots from <a href="http://physxinfo.com/news/5035/post-gdc-2011-new-apex-destruction-video-showcases-gpu-rigid-bodies/" target="_blank">Art Gallery demo</a> &#8211; it was used by <strong>NVIDIA</strong> to demonstrate <a href="http://physxinfo.com/wiki/APEX_Destruction" target="_blank">APEX Destruction</a> capabilities at GDC 2011.</p>
<p style="text-align: justify;">For you viewing pleasure.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex1.jpg" rel="shadowbox[post-6649];player=img;" title="art_gallery_apex1_sm"><img class="alignnone size-full wp-image-442" title="art_gallery_apex1_sm" src="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex1_sm.jpg" alt="" width="300" height="188" /></a> <a href="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex2.jpg" rel="shadowbox[post-6649];player=img;" title="art_gallery_apex2_sm"><img class="alignnone size-full wp-image-444" title="art_gallery_apex2_sm" src="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex2_sm.jpg" alt="" width="300" height="188" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex3.jpg" rel="shadowbox[post-6649];player=img;" title="art_gallery_apex3_sm"><img class="alignnone size-full wp-image-447" title="art_gallery_apex3_sm" src="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex3_sm.jpg" alt="" width="300" height="188" /></a> <a href="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex4.jpg" rel="shadowbox[post-6649];player=img;" title="art_gallery_apex4_sm"><img class="alignnone size-full wp-image-449" title="art_gallery_apex4_sm" src="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex4_sm.jpg" alt="" width="300" height="188" /></a></p>
<p><span id="more-6649"></span></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex5.jpg" rel="shadowbox[post-6649];player=img;" title="art_gallery_apex5_sm"><img class="alignnone size-full wp-image-452" title="art_gallery_apex5_sm" src="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex5_sm.jpg" alt="" width="300" height="188" /></a> <a href="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex6.jpg" rel="shadowbox[post-6649];player=img;" title="art_gallery_apex6_sm"><img class="alignnone size-full wp-image-454" title="art_gallery_apex6_sm" src="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex6_sm.jpg" alt="" width="300" height="188" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex7.jpg" rel="shadowbox[post-6649];player=img;" title="art_gallery_apex7_sm"><img class="alignnone size-full wp-image-456" title="art_gallery_apex7_sm" src="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex7_sm.jpg" alt="" width="300" height="188" /></a> <a href="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex8.jpg" rel="shadowbox[post-6649];player=img;" title="art_gallery_apex8_sm"><img class="alignnone size-full wp-image-458" title="art_gallery_apex8_sm" src="http://physxinfo.com/news_ru/wp-content/uploads/2011/11/art_gallery_apex8_sm.jpg" alt="" width="300" height="188" /></a></p>
<p style="text-align: justify;"><strong>Art Gallery</strong> demo is featuring full-scale hardware acceleration of Rigid Body physics simulation (<strong>GPU Rigid Bodies</strong>, GRB) &#8211; we are hoping to see it live in <strong>APEX 1.1</strong> and November/December UDK.</p>
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		</item>
		<item>
		<title>Physics demos from NVIDIA GTC keynote</title>
		<link>http://physxinfo.com/news/4331/physics-demos-from-nvidia-gtc-keynote/</link>
		<comments>http://physxinfo.com/news/4331/physics-demos-from-nvidia-gtc-keynote/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 17:44:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[GTC]]></category>

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		<description><![CDATA[Several interesting physical demos were presented during GTC 2010 Keynote.]]></description>
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<p style="text-align: justify;"><a href="http://physxinfo.com/news/374/gt-physx-demonstrations-from-jen-hsun-huang-keynote/" target="_blank">As good tradition</a>, several <span style="text-decoration: underline;">interesting physical demos</span> were presented during <strong>GTC Day 1 Keynote</strong> by <span style="text-decoration: underline;">Tony Tamasi</span>, Senior Vice President Content and Technology in NVIDIA.</p>
<p style="text-align: justify;"><strong>First one</strong> was showing some <span style="text-decoration: underline;">high-fidelity smoke</span> simulation, with particles interacting fully with characters, producing nice fluid and turbulent behaviour.</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/ZwoJ-upjeKo?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/ZwoJ-upjeKo?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_2.jpg" rel="shadowbox[post-4331];player=img;" title="GTC_smoke_2"><img class="alignnone size-medium wp-image-4343" title="GTC_smoke_2" src="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_2-300x166.jpg" alt="" width="300" height="166" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_3.jpg" rel="shadowbox[post-4331];player=img;" title="GTC_smoke_3"><img class="alignnone size-medium wp-image-4340" title="GTC_smoke_3" src="http://physxinfo.com/news/wp-content/uploads/2010/09/GTC_smoke_3-300x166.jpg" alt="" width="300" height="166" /></a></p>
<p><span id="more-4331"></span></p>
<p style="text-align: justify;">Second one, more impressive from our opinion &#8211; water simulation inspired by <a href="http://www.youtube.com/watch?v=g2lsuk4rybY" target="_blank">Lighthouse scene</a> from Stanford Computer Science, but this time running in realtime, on one GPU.</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/1JrM4ujLY_A?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/1JrM4ujLY_A?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/3405/physx-research-real-time-simulation-of-large-bodies-of-water/" target="_blank">Hybrid solver</a>, based on heightfiled fluids and particles &#8211; very similar to the one in <a href="http://physxinfo.com/news/2522/nvidia-physx-demo-raging-rapids-ride/" target="_blank">Raging Rapids Ride</a> &#8211; was used.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-1.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 1"><img class="alignnone size-medium wp-image-4372" title="Lighthouse GTC - 1" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-1-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-2.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 2"><img class="alignnone size-medium wp-image-4373" title="Lighthouse GTC - 2" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-2-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-3.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 3"><img class="alignnone size-medium wp-image-4374" title="Lighthouse GTC - 3" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-3-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-4.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 4"><img class="alignnone size-medium wp-image-4375" title="Lighthouse GTC - 4" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-4-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-5.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 5"><img class="alignnone size-medium wp-image-4376" title="Lighthouse GTC - 5" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-5-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-6.jpg" rel="shadowbox[post-4331];player=img;" title="Lihthouse GTC - 6"><img class="alignnone size-medium wp-image-4377" title="Lihthouse GTC - 6" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-6-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-7.jpg" rel="shadowbox[post-4331];player=img;" title="Lighthouse GTC - 7"><img class="alignnone size-medium wp-image-4378" title="Lighthouse GTC - 7" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lighthouse-GTC-7-300x159.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-8.jpg" rel="shadowbox[post-4331];player=img;" title="Lihthouse GTC - 8"><img class="alignnone size-medium wp-image-4379" title="Lihthouse GTC - 8" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Lihthouse-GTC-8-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: justify;">Of course, those are just technical demos, but they are giving a good glimpse on what future games and future physics engines (PhysX SDK 3.x, anyone ?) may bring us.</p>
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		</item>
		<item>
		<title>Modding of PhysX Fluid Demo</title>
		<link>http://physxinfo.com/news/4214/modding-of-physx-fluid-demo/</link>
		<comments>http://physxinfo.com/news/4214/modding-of-physx-fluid-demo/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 11:07:53 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[SPH Fluids]]></category>

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		<description><![CDATA[Our fellow reader, AquaGeneral, desided to pimp Nvidia PhysX Fluid Demo with new level models.]]></description>
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<p style="text-align: justify;">Original <a href="http://physxinfo.com/news/3049/nvidia-physx-fluid-demo-upgraded-to-ver-1-0-1-3/" target="_blank">NVIDIA PhysX Fluid Demo</a> is nice indeed, but it is not using fluid simulation to it&#8217;s full potential &#8211; there is only two scenes, level geometry is way too basic and water flow is <span style="text-decoration: underline;">too simple</span>.</p>
<p style="text-align: justify;">That&#8217;s why our fellow reader, known as <span style="text-decoration: underline;">AquaGeneral</span>, desided to pimp Fluid Demo a little, buy <span style="text-decoration: underline;">replacing original models</span> and, thus, providing more interesting usage of fluid sim.</p>
<p style="text-align: justify;">[08.01.2011] <strong>Update:</strong> new model &#8211; &#8220;Two Story Building&#8221; &#8211; available. Mod reuploaded.</p>
<p style="text-align: justify;"><strong>Update #2:</strong> If you want to create custom level to yourself, please refer to <a href="http://physxinfo.com/wiki/PhysX_Fluid_Demo_%28Modding%29" target="_blank">PhysX Fluid Demo Modding Guide</a>.</p>
<p style="text-align: justify;">Three new variants of initial &#8220;Pumping Station or something&#8221; scene were added:</p>
<p style="text-align: justify;"><strong>1 &#8211; &#8220;Building&#8221;</strong></p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-4216" title="PhysX Fluids Modded - Building" src="http://physxinfo.com/news/wp-content/uploads/2010/09/PhysX-Fluids-Modded-Building.jpg" alt="" width="635" height="495" /></p>
<p style="text-align: justify;"><strong>2 &#8211; &#8220;Pool&#8221;</strong></p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-4217" title="PhysX Fluids Modded - Pool" src="http://physxinfo.com/news/wp-content/uploads/2010/09/PhysX-Fluids-Modded-Pool.jpg" alt="" width="635" height="496" /></p>
<p><span id="more-4214"></span></p>
<p style="text-align: justify;"><strong>3 &#8211; &#8220;Two Story Building&#8221;</strong></p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-4617" title="PhysX Fluids Modded - Two Story Building" src="http://physxinfo.com/news/wp-content/uploads/2010/09/PhysX-Fluids-Modded-Two-Story-Building.jpg" alt="PhysX Fluids Modded - Two Story Building" width="635" height="494" /></p>
<p style="text-align: justify;"><strong>Installation instructions:</strong></p>
<p style="text-align: justify;">1) Install original Nvidia <a href="http://physxinfo.com/news/3049/nvidia-physx-fluid-demo-upgraded-to-ver-1-0-1-3/" target="_blank">PhysX Fluid Demo</a>. Please note that you need <a href="http://www.nvidia.com/object/physx-9.10.0513-driver.html" target="_blank">PhysX System Software</a> to be installed too.</p>
<p style="text-align: justify;">2) Download <strong>Fluids Mod.zip</strong> from <a href="http://physxfiles.com/Fluids%20Mod.zip">our server</a> (180 kb. Direct download links won&#8217;t work).</p>
<p style="text-align: justify;"><tt>Note: virustotal report - <a href="http://www.virustotal.com/file-scan/report.html?id=053ae4ebfc550c2d9d3291dfd5013de3a4f18ec5122cfb9f50a0d9514f71b876-1294495754" target="_blank">100% clear</a></tt></p>
<p style="text-align: justify;">3) Extract the zip archive to &#8220;<span style="color: #008080;">\Program Files (x86)\NVIDIA Corporation\NVIDIA PhysX\Demos\Fluids</span>&#8220;  folder</p>
<ul>
<li style="text-align: justify;">Overwrite the two texture files, &#8220;<span style="color: #008080;">corridor.bmp</span>&#8221; and &#8220;<span style="color: #008080;">corridor_n.bmp</span>&#8221; &#8211; this is necessary because new models weren&#8217;t designed to be textured.</li>
</ul>
<ul>
<li style="text-align: justify;">Copy &#8220;Scene&#8221; folders content and replace them over the original &#8220;<span style="color: #008080;">corridor_new.obj</span>&#8221; and &#8220;<span style="color: #008080;">corridor_new_collision.obj</span>&#8221; files. Only one new model can be used at the time.</li>
</ul>
<p style="text-align: justify;"><tt>Note: since Fluid Mod is replacing original files, don't forget to <span style="color: #ff0000;">back up</span> them firstly.</tt></p>
<p style="text-align: justify;">You may notice <span style="text-decoration: underline;">some artefacts</span> at the beggining of the simulation, but this is normal.</p>
<p style="text-align: justify;">Don&#8217;t forget that you can use &#8220;1&#8243; key to interrupt the emitter (and prevent older particles from being deleted), and, thus, observe water flowing through the whole level.</p>
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		<slash:comments>5</slash:comments>
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		<title>Mafia II Demo: tweaking PhysX performance</title>
		<link>http://physxinfo.com/news/3628/mafia-ii-demo-tweaking-physx-performance/</link>
		<comments>http://physxinfo.com/news/3628/mafia-ii-demo-tweaking-physx-performance/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 22:38:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Mafia 2]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[Tweaks]]></category>

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		<description><![CDATA[Tweaking clothing simulation - huge fps boost with minor visual differences.]]></description>
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<p style="text-align: justify;">Yes, all that dynamic clothing and particle effects are cool, but actuall performance of <strong>Mafia II</strong> with <strong>APEX PhysX</strong> effects set on <strong>&#8220;Medium&#8221;</strong> or <strong>&#8220;High&#8221;</strong> isn&#8217;t very fascinating &#8211; even GTX 480 users may met some annoying fps drops and lags. Fortunately, there is a way to <strong>tweak</strong> APEX content a little.</p>
<p style="text-align: justify;"><span style="color: #008000;"><strong>Note:</strong></span> Interested in how exactly APEX Framework is being used ? Visit <a href="http://physxinfo.com/data/vreview_maf2.html" target="_blank">Mafia II GPU PhysX profile</a> page for additional information.</p>
<p><tt><span style="color: #ff0000;"><strong>Important:</strong></span> Mafia II may have some issue with PhysX System Software installation. If you experiencing major slowdowns, reinstall it using <span style="text-decoration: underline;">9.10.0512_SystemSoftware</span> package from<span style="text-decoration: underline;"><em> </em>\Steam\steamapps\common\mafia ii – public demo\3rd</span> folder.</tt></p>
<p><tt>You also may wanna try new <a href="http://physxinfo.com/news/3678/physx-system-software-9-10-0513/" target="_blank">9.10.0513 PhysX drivers</a></tt></p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>PART I &#8211; APEX CLOTHING</strong></span></p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong> </strong></span> Most performance is devoured by <strong>APEX Clothing</strong> module (why ? because it is <a href="http://physxinfo.com/news/3892/mafia-ii-is-not-using-gpu-for-physx-cloth-simulation/" target="_blank">running on CPU</a>, <span style="color: #ff0000;">not on GPU</span>), that is responcible for realistic clothing simulation on main and several NPC characters.</p>
<p style="text-align: justify;"><span style="color: #ff0000;">Update:</span><tt> tweaking <a href="#ap">APEX Particles</a> effects</tt></p>
<p style="text-align: justify;"><strong>Update #2</strong>: following tweaks <span style="color: #008000;">will work with final</span> version of Mafia II</p>
<p style="text-align: justify;"><span style="color: #0000ff;"><strong>1) Disabling all clothing</strong></span></p>
<p style="text-align: justify;">If you can live without flowing Vito trenchcoat and woman&#8217;s skirts, you can simply follow the path</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">\Steam\steamapps\common\mafia ii( &#8211; public demo)\edit\APEX<br />
</span></strong></p>
<p style="text-align: justify;">and <strong>delete</strong> (<span style="color: #ff0000;">don&#8217;t forget to backup</span>) <span style="color: #008080;"> </span>directory named as</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">Cloth</span></strong></p>
<p style="text-align: justify;">This will remove  certain <strong>APEX </strong>assets, and all character clothing will <strong>revert to static</strong> skinned mesh (like with APEX set to &#8220;<strong>Off</strong>&#8220;), but <span style="color: #008000;">all particle effects will stay</span> !</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_wo_cloth.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_wo_cloth_sm"><img class="size-full wp-image-3635 aligncenter" title="Mafia2_wo_cloth_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_wo_cloth_sm.jpg" alt="" width="600" height="338" /></a></p>
<p style="text-align: justify;">Result ? No more realistic cloth, but <strong>huge fps increase</strong>. <strong>70</strong> average fps vs <strong>25</strong> fps without this trick (APEX set to High, single GTX470 is used, GPU PhysX enabled).</p>
<p><span id="more-3628"></span></p>
<p style="text-align: justify;"><span style="color: #0000ff;"><strong>2) Disabling all clothing except for Vito</strong></span></p>
<p style="text-align: justify;">Revert <span style="color: #008080;"><strong>Cloth</strong></span> folder to it&#8217;s place.</p>
<p style="text-align: justify;"><strong>Delete</strong> all files (<span style="color: #ff0000;">backup</span>), <strong>except </strong>for those starting with &#8220;<strong><span style="color: #008080;">VIT*</span></strong>&#8220;, and files named &#8220;<span style="color: #008080;"><strong>m2skeleton</strong></span>&#8221; and &#8220;<strong><span style="color: #008080;">ClothRemapTable</span></strong>&#8220;.</p>
<p style="text-align: justify;"><tt>Note: if you experiences stability problems after selectively removing cloth files, try to delete certain lines from ClothRemapTable.xml, corresponding to files that were ommited.</tt></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_wo_cloth2.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_wo_cloth2_sm"><img class="size-full wp-image-3643 aligncenter" title="Mafia2_wo_cloth2_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_wo_cloth2_sm.jpg" alt="" width="600" height="338" /></a></p>
<p style="text-align: justify;">Voila ! <strong>Fully dynamic clothing</strong> on Vito, without NPCs draining your fps with their unnoticable cloth skirts and jackets.</p>
<p style="text-align: justify;">This is a place near Vito&#8217;s house &#8211; running around <strong>20-25 fps previously</strong>, thanks for those NPC womans skirts. After tweak &#8211; <strong>60+ fps</strong>.</p>
<p style="text-align: justify;"><strong><span style="color: #0000ff;">3) Disabling clothing for NPC pedestrians only</span></strong></p>
<p style="text-align: justify;">If you want to disable clothing simulation for <a href="http://www.youtube.com/watch?v=I7ESwjlOZkY#t=2m09s" target="_blank">NPC pedestrians</a>, but leave it for Vito and his buddies (Joe, Henry, etc):</p>
<p style="text-align: justify;"><strong>Delete</strong> (<span style="color: #ff0000;">backup, of course</span>) files starting with &#8220;<strong><span style="color: #008080;">CCI*</span></strong>&#8220;, &#8220;<strong><span style="color: #008080;">CIT*</span></strong>&#8220;, &#8220;<strong><span style="color: #008080;">CME*</span></strong>&#8220;, &#8220;<strong><span style="color: #008080;">CPR*</span></strong>&#8221; and &#8220;<strong><span style="color: #008080;">CSI*</span></strong>&#8220;</p>
<p style="text-align: justify;">from folder</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>\Steam\steamapps\common\mafia ii( &#8211; public demo)\edit\APEX\Cloth</strong></span></p>
<p style="text-align: justify;">All other files must remain (if you applied any clothing tweaks previously, <span style="text-decoration: underline;">Cloth</span> folder must be reverted to its <span style="text-decoration: underline;">original state</span> &#8211; before using this method).</p>
<p style="text-align: center;"><strong>&#8212;&#8212;&#8212;<br />
</strong></p>
<p style="text-align: justify;"><span style="color: #008000;">And finally</span>. With our tweaks it is possible to play Mafia II with <strong>APEX PhysX enabled</strong> &#8211; purely <strong>on CPU</strong>.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_wo_cloth3.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_wo_cloth3_sm"><img class="alignnone size-full wp-image-3652" title="Mafia2_wo_cloth3_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_wo_cloth3_sm.jpg" alt="" width="600" height="338" /></a></p>
<p style="text-align: justify;">All fancy particles and impact debris (our CPU was enough for <strong>APEX Medium</strong> settings, <strong>GPU PhysX disabled</strong> in drivers), some clothing simulation &#8211; running around <strong>30+ fps</strong>.</p>
<p style="text-align: justify;">Looks like a nice deal for non-hybrid <strong>ATI users</strong>.</p>
<p style="text-align: center;"><strong>&#8212;&#8212;&#8212;</strong></p>
<p style="text-align: justify;">Some screenshots with <span style="text-decoration: underline;">clothing tweak №2</span> &#8211; APEX PhysX is set to High, graphics and physics are calculated on <strong>single GTX470</strong>. Particles are in place, Vito&#8217;s clothing is fully simulated.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_7.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_tweak_7"><img class="alignnone size-medium wp-image-3668" title="Mafia2_tweak_7" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_7-300x168.jpg" alt="" width="300" height="168" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_8.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_tweak_8"><img class="alignnone size-medium wp-image-3669" title="Mafia2_tweak_8" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_8-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_2.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_tweak_2"><img class="alignnone size-medium wp-image-3658" title="Mafia2_tweak_2" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_2-300x168.jpg" alt="" width="300" height="168" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_3.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_tweak_3"><img class="alignnone size-medium wp-image-3659" title="Mafia2_tweak_3" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_3-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_3-1.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_tweak_3-1"><img class="alignnone size-medium wp-image-3660" title="Mafia2_tweak_3-1" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_3-1-300x168.jpg" alt="" width="300" height="168" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_4.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_tweak_4"><img class="alignnone size-medium wp-image-3661" title="Mafia2_tweak_4" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_4-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_5.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_tweak_5"><img class="alignnone size-medium wp-image-3662" title="Mafia2_tweak_5" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_5-300x168.jpg" alt="" width="300" height="168" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_6.jpg" rel="shadowbox[post-3628];player=img;" title="Mafia2_tweak_6"><img class="alignnone size-medium wp-image-3663" title="Mafia2_tweak_6" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_tweak_6-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: justify;"><a name="ap"></a><span style="color: #ff0000;"><strong>PART II &#8211; APEX PARTICLES</strong></span></p>
<p style="text-align: justify;">In order to increase game framerate even further, <strong>APEX Particles</strong> effects (debris from bullet impacts, smoke, etc) can be removed too.</p>
<p style="text-align: justify;">Simply delete (<span style="color: #ff0000;">backup first</span>) <strong><span style="color: #008080;">Effects</span></strong> folder located at</p>
<p><strong><span style="color: #008080;">\Steam\steamapps\common\mafia ii( &#8211; public demo)\edit\APEX</span></strong></p>
<p style="text-align: center;"><strong><span style="color: #008080;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_particles.jpg" rel="shadowbox[post-3628];player=img;" title="mafia2_wo_particles_sm"><img class="size-full wp-image-3684 aligncenter" title="mafia2_wo_particles_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_particles_sm.jpg" alt="" width="600" height="338" /></a><br />
</span></strong></p>
<p style="text-align: justify;">If you want to find a performance compromise, you can disable, for example &#8211; particles and clothing on NPC, but leave clothing on Vito &#8211; just like on the screenshot above.</p>
<p style="text-align: justify;">Of course, system is more flexible &#8211; you can delete only certain <strong>.aea files</strong> (stands for APEX Emitter Asset I believe), located at</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>Steam\steamapps\common\mafia ii( &#8211; public demo)\edit\APEX\Effects\Assets\Emitters</strong></span></p>
<p style="text-align: justify;">- responcible only for certain particle effects.</p>
<p style="text-align: justify;">For example, deleting <strong>burnout.aea</strong> will vanish pretty demanding &#8220;tire burnout&#8221; <span style="text-decoration: underline;">dynamic smoke</span> (all other particle effects will remain).</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_burnout1.jpg" rel="shadowbox[post-3628];player=img;" title="mafia2_wo_burnout1"><img class="alignnone size-medium wp-image-3701" title="mafia2_wo_burnout1" src="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_burnout1-300x168.jpg" alt="" width="300" height="168" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_burnout2.jpg" rel="shadowbox[post-3628];player=img;" title="mafia2_wo_burnout2"><img class="alignnone size-medium wp-image-3702" title="mafia2_wo_burnout2" src="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_burnout2-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: justify;">or, if you&#8217;ll remove <strong>vybuch_auto.aea</strong> &#8211; you will not see <span style="text-decoration: underline;">chunks from car explosions</span> anymore.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_particles3-1.jpg" rel="shadowbox[post-3628];player=img;" title="mafia2_wo_particles3-1"><img class="alignnone size-medium wp-image-3695" title="mafia2_wo_particles3-1" src="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_particles3-1-300x168.jpg" alt="" width="300" height="168" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_particles3.jpg" rel="shadowbox[post-3628];player=img;" title="mafia2_wo_particles3"><img class="alignnone size-medium wp-image-3696" title="mafia2_wo_particles3" src="http://physxinfo.com/news/wp-content/uploads/2010/08/mafia2_wo_particles3-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: justify;">Large field for experiments.</p>
<p style="text-align: center;"><tt><span style="color: #ff0000;">Any use of article content without permission is prohibited. </span></tt></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Mafia II Benchmark: PhysX Comparison</title>
		<link>http://physxinfo.com/news/3617/mafia-ii-benchmark-physx-comparison/</link>
		<comments>http://physxinfo.com/news/3617/mafia-ii-benchmark-physx-comparison/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 16:31:13 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Benchmark]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Mafia 2]]></category>
		<category><![CDATA[Video]]></category>

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If you haven&#8217;t played Mafia II demo, and still wondering what are differences between APEX PhysX effects setting, we have prepared a small video, showcasing several APEX settings using built-in benchmark.
Update: Tweaking PhysX in Mafia II – huge fps increase without noticable difference.
Update #2: comparison PhysX videos for final version, covering APEX Clothing and APEX [...]]]></description>
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<p style="text-align: justify;">If you haven&#8217;t played <strong>Mafia II</strong> <a href="http://store.steampowered.com/app/50280/" target="_blank">demo</a>, and still wondering what are differences between <strong>APEX PhysX</strong> effects setting, we have prepared a small video, showcasing several <strong>APEX</strong> settings using built-in benchmark.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> <a href="../3628/mafia-ii-demo-tweaking-physx-performance/" target="_blank">Tweaking PhysX in Mafia II</a> – huge fps increase without noticable difference.</p>
<p style="text-align: justify;"><strong>Update #2:</strong> <a href="http://physxinfo.com/data/vreview_maf2.html" target="_blank">comparison PhysX videos</a> for final version, covering APEX Clothing and APEX Particles modules usage in details.</p>
<p style="text-align: justify;">As you may notice, when <strong>APEX</strong> is set to &#8220;High&#8221; &#8211; a lot of dynamic particles (impact debris, chunks from explosions, smoke) are added, and simulated clothing for characters as well. Detailed effects description is available <a href="http://physxinfo.com/news/3590/mafia-ii-physx-usage/" target="_blank">here</a>.</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/ONQfbGBtitY&amp;hl=en_US&amp;fs=1?rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/ONQfbGBtitY&amp;hl=en_US&amp;fs=1?rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Unfortunately, this one is not even close our usual detailed <a href="http://www.youtube.com/user/Zogrim" target="_blank">comparison videos</a>, so &#8211; our apologies.</p>
<p style="text-align: justify;">Full scale <strong>APEX Effects</strong> comparison is planned only after <strong>Mafia II</strong> release.</p>
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		<title>Mafia II Demo: PhysX Usage</title>
		<link>http://physxinfo.com/news/3590/mafia-ii-physx-usage/</link>
		<comments>http://physxinfo.com/news/3590/mafia-ii-physx-usage/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 07:24:23 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Mafia 2]]></category>
		<category><![CDATA[PhysX]]></category>

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While you are waiting for Mafia II Demo, planned to be released just in a few hours, you can read the preview of APEX/PhysX content, prepared by Techgage in their &#8220;Taking a Look at Mafia II and its PhysX Use&#8221; article.
Demo includes &#8220;Benchmark&#8221; mode, and that&#8217;s how it&#8217;s look like:

Update: Our PhysX Comparison video using [...]]]></description>
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<p style="text-align: justify;">While you are waiting for <strong>Mafia II</strong> Demo, planned to be released just in a few hours, you can read the preview of <strong>APEX/PhysX</strong> content, prepared by Techgage in their &#8220;<a href="http://techgage.com/article/taking_a_look_at_mafia_ii_and_its_physx_use/" target="_blank">Taking a Look at Mafia II and its PhysX Use</a>&#8221; article.</p>
<p style="text-align: justify;">Demo includes &#8220;<strong>Benchmark</strong>&#8221; mode, and that&#8217;s how it&#8217;s look like:</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/9E8Ixc5-3n4&amp;hl=en_US&amp;fs=1?rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/9E8Ixc5-3n4&amp;hl=en_US&amp;fs=1?rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><strong>Update:</strong> Our <a href="http://physxinfo.com/news/3617/mafia-ii-benchmark-physx-comparison/" target="_blank">PhysX Comparison video</a> using built-in benchmark. In addition, <a href="http://physxinfo.com/news/3712/weeklytube-issue-42-physx-in-mafia-ii-edition/" target="_blank">APEX comparison and showcase</a> videos roundup.</p>
<p style="text-align: justify;"><strong><span style="color: #ff0000;">Update #2:</span></strong> <a href="http://physxinfo.com/news/3628/mafia-ii-demo-tweaking-physx-performance/" target="_blank">Tweaking PhysX in Mafia II</a> &#8211; huge fps increase without noticable difference.</p>
<p style="text-align: justify;"><strong>Update #3:</strong> Mafia II Demo &#8211; <a href="http://physxinfo.com/news/3728/mafia-ii-demo-physx-benchmarks-roundup/" target="_blank">PhysX Benchmarks roundup</a></p>
<p style="text-align: justify;"><strong>Update #4:</strong> <a href="http://physxinfo.com/data/vreview_maf2.html" target="_blank">Mafia II GPU PhysX profile</a> &#8211; comparison video, screens and other additional info.</p>
<p style="text-align: justify;"><strong> </strong></p>
<p style="text-align: justify;"><strong>APEX/PhysX Features:</strong></p>
<ul>
<li style="text-align: justify;"><span style="text-decoration: underline;">Physically simulated clothing </span>for main character and additional characters
<ul>
<li>Custom <span style="text-decoration: underline;">wind simulation</span> that creates a more <span style="text-decoration: underline;">dynamic movement</span> of clothing as the characters walk around and interact with the environment.</li>
<li><span style="text-decoration: underline;">Force fields</span> from explosions and interact with clothing, making those explosive moments even more immersive</li>
</ul>
</li>
<li style="text-align: justify;">Up to 3,000 <span style="text-decoration: underline;">unique particles</span> on screen at any given time (10,000 at High settings).</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Particle effects</span> including dynamic collision, mass and kinetic  simulation, and force fields from explosions that move and displace  particles along its path.
<ul>
<li><span style="text-decoration: underline;">Destruction particle debris</span> from cement, wood, glass, dirt, and more</li>
<li>Weapon impact that creates <span style="text-decoration: underline;">dynamic smoke</span> and kinetic persistent particles</li>
<li>Garbage <span style="text-decoration: underline;">moves and exists</span> in the world of Empire Bay and reacts to effects like force fields and character interactions</li>
<li>Tire burnout while driving produces <span style="text-decoration: underline;">dynamic smoke and particles</span> including fluid movement simulation and particle velocity and trajectory</li>
</ul>
</li>
<li style="text-align: justify;">Character clothing on all character models is <span style="text-decoration: underline;">rendered entirely</span> on  the GPU when using a dedicated PhysX card which can be anything from a  GT 240 to a GTX 480.</li>
</ul>
<p><span id="more-3590"></span></p>
<p style="text-align: justify;"><strong>With APEX set to &#8220;Off&#8221;:</strong></p>
<ul>
<li style="text-align: justify;">Clothing on character models is <span style="text-decoration: underline;">not realistically generated</span> but  graphically simulated. It does <span style="text-decoration: underline;">not interact</span> with the physical world.</li>
<li style="text-align: justify;">Particle debris is sprite based and does <span style="text-decoration: underline;">not contain physical</span> properties. Particles will not interact with the environment and are not  persistent.</li>
<li style="text-align: justify;">Smoke is <span style="text-decoration: underline;">staticly generated</span> with no physical properties and will <span style="text-decoration: underline;">not interact</span> with the physical world.</li>
</ul>
<p style="text-align: justify;"><strong>P.S. </strong>Judging by <a href="http://store.steampowered.com/app/50280/" target="_blank">demo</a>, additional <strong>APEX PhysX</strong> content is optimized for <strong>CPU</strong> execution better..</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_demo_bench.png" rel="shadowbox[post-3590];player=img;" title="Mafia2_demo_bench_sm"><img class="size-full wp-image-3596 aligncenter" title="Mafia2_demo_bench_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_demo_bench_sm.png" alt="" width="600" height="381" /></a></p>
<p style="text-align: justify;">..than previous games, like <a href="http://physxinfo.com/news/wp-content/uploads/2010/01/CPU-PhysX.png" rel="shadowbox[post-3590];player=img;" target="_blank">Dark Void</a>.</p>
<p style="text-align: justify;">Unfortunately, still not enough for decent fps and comfort gameplay (at least, with our C2Q 9400 CPU).</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>PROBLEM:</strong></span> Strange. According to PhysX Visual Indicator, PhysX effects in Mafia II are running <strong>on CPU</strong>, even if <strong>GPU PhysX is enabled</strong> in drivers &#8211; with this newest 09.10.0512 System Software.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_demo_strange.png" rel="shadowbox[post-3590];player=img;" title="Mafia2_demo_strange_sm"><img class="size-full wp-image-3605 aligncenter" title="Mafia2_demo_strange_sm" src="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_demo_strange_sm.jpg" alt="" width="600" height="338" /></a></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2010/08/Mafia2_demo_strange.png" rel="shadowbox[post-3590];player=img;"></a>I wonder if that&#8217;s the reason of low fps. <span style="color: #008000;">Can anyone confirms this ?</span></p>
<p><strong><span style="color: #008000;">SOLUTION:</span></strong> you need to reinstall PhysX drivers.</p>
<p>Uninstall current one, than install <span style="color: #008080;">PhysX_10.05.12_9.10.0512_SystemSoftware</span> package manually,</p>
<p>from<em> </em><span style="color: #008080;">\Steam\steamapps\common\mafia ii &#8211; public demo\3rd</span></p>
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		<title>Nvidia PhysX Fluid Demo upgraded to ver. 1.0.1.3.</title>
		<link>http://physxinfo.com/news/3049/nvidia-physx-fluid-demo-upgraded-to-ver-1-0-1-3/</link>
		<comments>http://physxinfo.com/news/3049/nvidia-physx-fluid-demo-upgraded-to-ver-1-0-1-3/#comments</comments>
		<pubDate>Wed, 04 Aug 2010 11:43:12 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[SPH Fluids]]></category>

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For those of you who are still playing with old Nvidia PhysX Fluid Demo (version 1.0.0.9, released in 2008 with first PowerPack) Nvidia has prepared a new, slightly updated variant &#8211; PhysX Fluid Demo ver. 1.0.1.3.
Update: Modding of PhysX Fluid Demo

Release notes:

Allocate only 64MB of VRAM heap instead of 128MB
Adjusted text output to not conflict [...]]]></description>
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<p style="text-align: justify;">For those of you who are still playing with old Nvidia <strong>PhysX Fluid Demo</strong> (version 1.0.0.9, released in 2008 with first <a href="http://www.nvidia.com/content/graphicsplus/us/download.asp" target="_blank">PowerPack</a>) Nvidia has prepared a new, slightly updated variant &#8211; <strong>PhysX Fluid Demo</strong> ver. 1.0.1.3.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/4214/modding-of-physx-fluid-demo/" target="_blank">Modding of PhysX Fluid Demo</a></p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-3050" title="PhysX_Fluids_1013" src="http://physxinfo.com/news/wp-content/uploads/2010/05/PhysX_Fluids_1013.jpg" alt="" width="600" height="467" /></p>
<p style="text-align: justify;"><strong>Release notes</strong>:</p>
<ul>
<li>Allocate only 64MB of VRAM heap instead of 128MB</li>
<li>Adjusted text output to not conflict with the PhysX Visual Indicator</li>
<li>Added option to toggle the display of all text (in screen space) on/off.</li>
</ul>
<p>You can download <strong>PhysX Fluid Demo ver. 1.0.1.3.</strong> from <a href="http://nzone.download.nvidia.com/nodlm/fluid_demo_1.0.1.3.msi" target="_blank">here</a> (19 mb)</p>
<p><a href="http://physxfiles.com/fluid_demo_1.0.1.3.msi" target="_blank">Alternative download</a> from physxfiles.com <tt>(direct links won't work)</tt></p>
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		<title>Supersonic Sled Demo available for download</title>
		<link>http://physxinfo.com/news/2623/supersonic-sled-demo-available-for-download/</link>
		<comments>http://physxinfo.com/news/2623/supersonic-sled-demo-available-for-download/#comments</comments>
		<pubDate>Sat, 27 Mar 2010 10:39:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[GF100]]></category>
		<category><![CDATA[PhysX]]></category>

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Supersonic Rocket Sled &#8211; DX11 and PhysX technology demo from Nvidia is finally available for download (221 mb). Unfortunately, you won&#8217;t be able to run it until you have GTX 400 Series GPU.

You can download Supersonic Sled demo from here
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<p style="text-align: justify;"><a href="http://physxinfo.com/news/1964/rocket-sled-dx11-and-physx-features-trailer/" target="_blank">Supersonic Rocket Sled</a> &#8211; <strong>DX11</strong> and <strong>PhysX</strong> technology demo from Nvidia is finally available for download (221 mb). Unfortunately, you won&#8217;t be able to run it until you have <strong>GTX 400 Series GPU</strong>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2624" title="supersonic_sled" src="http://physxinfo.com/news/wp-content/uploads/2010/03/supersonic_sled.jpg" alt="" width="550" height="282" /></p>
<p style="text-align: justify;">You can download <strong>Supersonic Sled</strong> demo from <a href="http://www.nvidia.com/object/cool_stuff.html#/demos/2117" target="_blank">here</a></p>
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		<title>Nvidia PhysX Demo: Raging Rapids Ride</title>
		<link>http://physxinfo.com/news/2522/nvidia-physx-demo-raging-rapids-ride/</link>
		<comments>http://physxinfo.com/news/2522/nvidia-physx-demo-raging-rapids-ride/#comments</comments>
		<pubDate>Fri, 26 Mar 2010 23:04:19 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[SPH Fluids]]></category>

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Apart from Supersonic Rocket Sled demo all of you are probably familar already, for GF100 launch Nvidia has prepared another technical PhysX demo, called Raging Rapids Ride, with boat riding down a montain river &#8211; maybe not so impressive in graphics aspect, but with intensive and complex real-time fluid simulation.

It using PhysX SDK based objects [...]]]></description>
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<p style="text-align: justify;">Apart from <a href="http://physxinfo.com/news/1964/rocket-sled-dx11-and-physx-features-trailer/" target="_blank">Supersonic Rocket Sled</a> demo all of you are probably familar already, for <strong>GF100</strong> launch Nvidia has prepared another technical PhysX demo, called <strong>Raging Rapids Ride</strong>, with boat riding down a montain river &#8211; maybe not so impressive in graphics aspect, but with <strong>intensive and complex real-time fluid</strong> simulation.</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/g5LkSYQG7o4&amp;hl=en_GB&amp;fs=1&amp;rel=0" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/g5LkSYQG7o4&amp;hl=en_GB&amp;fs=1&amp;rel=0" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">It using <strong>PhysX SDK</strong> based objects with custom <strong>hybrid water simulation</strong>, utilizing both heightfield fluid solver and particle simulation.  Boat behaviour is a <strong>little choppy</strong>, escpecially when it collides with waterside surface, but water simulation looks <strong>very impressive</strong>.</p>
<p style="text-align: justify;"><span style="color: #008000;"><strong>Update:</strong></span> You can download Raging Rapids Ride demo <a href="http://www.hardwareluxx.de/index.php/downloads/software/systemutilities/doc_details/140-ragingrapidsride.html" target="_blank">here</a></p>
<p style="text-align: justify;">Grid based shallow water flowing pass a terrain with high slope is automatically turned into particle waterfall, and than &#8211; back to heightfield water (thus, <strong>two different fluid solvers</strong> are used simultaneously).</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2535" title="waterfall" src="http://physxinfo.com/news/wp-content/uploads/2010/03/waterfall.jpg" alt="" width="600" height="226" /></p>
<p><span id="more-2522"></span></p>
<p style="text-align: justify;"><strong>Dynamic wakes</strong> are generated, as boat mover along the river. When solid objects impacts with water they generate waves, splashes and sprays.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2557" title="wake" src="http://physxinfo.com/news/wp-content/uploads/2010/03/wake.jpg" alt="" width="600" height="237" /></p>
<p style="text-align: justify;">Foams swirl and show off the vortices, as they are advected along the water’s <strong>velocity field</strong>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2541" title="foam" src="http://physxinfo.com/news/wp-content/uploads/2010/03/foam.jpg" alt="" width="600" height="249" /></p>
<p style="text-align: justify;">Finally, scene includes some <strong>tearable cloth</strong> banners, <strong>sofbody</strong> based plants and floating logs (with properly calculated buoyancy).</p>
<p style="text-align: justify;">Interesting detail &#8211; apart from fact that this demo is limited to <strong>Nvidia GPU only</strong>, it includes <strong>multi-threaded CPU implementation</strong> of all physics simulations (up to 8 threads can be used). However, even with sufficient load of <strong>all four cores</strong> for our <strong>C2Q 9400 CPU</strong>, average framerate is around <strong>5-8 fps</strong>.</p>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-2553" title="RRR_cpu_load" src="http://physxinfo.com/news/wp-content/uploads/2010/03/RRR_cpu_load.png" alt="" width="416" height="94" /></p>
<p style="text-align: justify;"><strong>10-12 fps</strong> &#8211; on a <strong>single GTX 275</strong>. And <strong>~30</strong> &#8211; with <strong>dedicated GTX 260</strong> GPU.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>Sum: </strong>interesting demo, but mostly in terms of fluid simulation variety and complexity &#8211; graphics isn&#8217;t that impressive, boat and camera controls aren&#8217;t very friendly (when you are trying to control them).</p>
<p style="text-align: justify;">But it&#8217;s good to see <strong>Heightfield Fluid solver</strong> in action finally &#8211; it was promised to be implemented into PhysX SDK for years. Keep your fingers crossed, as it may be already included in <strong>PhysX SDK 3.0.</strong></p>
<p style="text-align: justify;">We believe that <strong>Raging Rapids Ride</strong> demo is going to be available for public download soon enough.</p>
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