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NVIDIA FleX 1.2.0 is released

without comments

NVIDIA has officially released 1.2.0 version of the FleX particle based simulation library.

New release includes various fixes and improvements, such as better support for softbody simulation and asynchronous compute API.

NVIDIA FLEX SDK 1.2.0: Release Notes

  • Improved collision against moving shapes, solver now correctly interpolates shape transforms for substeps
  • Improved Linux support, removed GLUT/GLEW dependencies
  • New API for adding soft-joints (dynamic shape-matching constraints) via. the extensions API, see NvFlexExtCreateSoftJoint()
  • New API to retrieve particle neighbor information, see NvFlexGetNeighbors()
  • New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase
  • New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids()
  • New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option
  • New API change, NvFlexUpdateTriangleMesh() now takes vertices with 16-byte stride to remove CPU synchronization step in D3D implementations
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    Written by Zogrim

    March 19th, 2018 at 8:02 pm

    Posted in GameWorks

    Tagged with ,

    NVIDIA FLEX SDK 1.1 is available for download

    with one comment

    NVIDIA has revealed latest version of the unified simulation solver – FLEX.

    Update: official announcement from NVIDIA

    Update #2: FleX 1.2.0 is available

    Major feature of this release is the introduction of DX11/DX12 support, in addition to default CUDA implementation, so FLEX solver will run across all compatible graphics cards including AMD and Intel ones.

    NVIDIA FLEX SDK 1.1.0: Release Notes

  • New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX
  • Add support for DirectX, in addition to CUDA there is now a cross-platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against
  • Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration
  • Add support to querying compute device, see NvFlexGetDeviceName()
  • Add support for flushing compute queue, see NvFlexFlush()
  • Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device
  • Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos
  • Add support for CUDA 8.0.44
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    Written by Zogrim

    March 1st, 2017 at 8:28 pm

    Posted in GameWorks

    Tagged with ,

    GDC 2017: NVIDIA Gameworks goes DX12 and more !

    with 3 comments

    Quite an interesting beginning of GDC 2017NVIDIA has not only presented their newest flagship GPU, GeForce GTX 1080 Ti, but also announced several additions to the GameWorks libraries.

    Let’s take a closer look.

    FleX & Flow

    NVIDIA FleX, unified particle-based solver, and NVIDIA Flow, an engine for simulation of smoke and fire, now both feature hardware agnostic DX12 implementation !

    This is exciting news not only for gamers, but also for 3d party companies, already utilizing FleX in their products, such as Lucid Physics from Ephere.

    Read the rest of this entry »

    Written by Zogrim

    March 1st, 2017 at 10:04 am

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