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Archive for the ‘GameWorks’ tag

Ghost Recon: Wildlands will be the first game to support NVIDIA Turf Effects

with one comment

According to this video from latest NVIDIA press event, a new grass simulation technology called NVIDIA Turf Effects will make it first appearence in the Ghost Recon: Wildlands title from Ubisoft.

This video segment is narrated as follows:

When heading into open space, the Ghosts will find themselves surrounded by realistic grass plains, featuring improved physics interations with the help of the Turf tech

As mentioned in the previous announcement, Turf Effects module will feature DX12 implementation and most likely won’t be exclusive for NVIDIA GPUs.

Written by Zogrim

March 1st, 2017 at 11:05 pm

Posted in GameWorks, PhysX Games

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

NVIDIA presents Cataclysm liquid solver for Unreal Engine 4

with 3 comments

Without any broad announcement (yet, probably), NVIDIA has released a Unreal Engine 4 custom source code branch with the integration of the completely new GPU fluid solver called Cataclysm.

Update: as confirmed by the developers, Cataclysm solver is based on DX Compute shaders, not CUDA

The Cataclysm uses a custom FLIP based GPU solver combined with Unreal Engine 4’s GPU Particles with Distance Field Collisions. Cataclysm can simulate up to two million liquid particles within the UE4 engine in real time.

A FLIP (Fluid-Implicit Particle) solver is a hybrid grid and particle technique for simulating fluids. All Information for the fluid simulation is carried on particles, but the solution the the physical simulation of the liquid is carried out on a grid. Once the grid solve is complete, the particles gather back up the information they need from the grid move forward in time to the next frame.

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Written by Zogrim

July 24th, 2016 at 12:39 pm

NVIDIA HairWorks 1.2 source code is now available on GitHub

with one comment

As promised, NVIDIA is opening source code for selected GameWorks modules.

Source code for HairWorks, a complete solution for simulation and rendering of realistic fur and hair, has recently made it to GitHub.

HairWorks 1.2 Alpha : Release Notes

  • Api consistency and style improvements
  • Samples use a native sample framework
  • Support for rendering to a cube-map
  • Fully customizable serialization (implementations for memory and file system)
  • Small bug fixes and improvements
  • HairWorks source code branch can be accessed at http://github.com/NVIDIAGameWorks/HairWorks.

    Please Note that you’ll require an approved GitHub account, as described here.

    Written by Zogrim

    March 23rd, 2016 at 11:21 am

    GDC 2016: PhysX GPU Rigid Body and NVIDIA Flow

    with 15 comments

    At Game Developer Conference 2016 (GDC), NVIDIA has announced the GameWorks 3.1 development kit, which introduces several new physics simulation solutions – PhysX GRB and NVIDIA Flow. Let’s take a look at them more closely:

    PhysX GRB

    PhysX GRB is the new GPU accelerated Rigid Body simulation pipeline. It is based on heavily modified branch of PhysX SDK 3.4, but has all the features of the standard SDK and almost identical API. PhysX GRB is currently utilizing CUDA and requires NVIDIA card for GPU acceleration.

    Unlike previous implementations, PhysX GRB is featuring hybrid CPU/GPU rigid body solver, and the simulation can be executed either on CPU or GPU with almost no difference in behavior, supported object types or features (GPU articulations are not implemented yet, however).

    GRB provides GPU accelerated broad phase, contact generation, constraint solver and body/shape management. In addition, it introduces new implementations of island management and pair management that have been optimized to tolerate the order of magnitude more complex scenes that can be simulated on GPU compared to CPU. New mechanisms to parallelize event notification callbacks and a new feature to lazily update scene query asynchronously are also provided.

    Read the rest of this entry »

    Written by Zogrim

    March 17th, 2016 at 3:07 am

    Introducing NVIDIA HairWorks: fur and hair simulation solution

    with 8 comments

    Real-time simulation and rendering of realistic hair/fur, consisting of multiple strands, is gettng much attention these days – one can easily name a TressFX solution, developed by AMD.

    A competitive response from NVIDIA, new hair and fur simulation technology, which is now officially called NVIDIA HairWorks, was firstly showcased at The Witcher 3 presentation half a year ago and recently used in an actual game title – Call of Duty: Ghosts – to provide “Dynamic Fur” simulation for animal characters.

    In comparison to other GPU accelerated physics features, Dynamic Fur was implemented through DirectCompute, which opens it for AMD users as well.

    Tae-Yong Kim, physics programmer at NVIDIA, has agreed to answer some of our questions about HairWorks solution in general, and Call of Duty: Ghosts integration in particular.

    Read the rest of this entry »

    Written by Zogrim

    January 16th, 2014 at 11:33 am

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