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Archive for the ‘GF100’ tag

GeForce GTX 480 with GTX 465 for PhysX Benchmarks

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It seems that TweakTown loves testing monstrous (and thus redundant for regular user) PhysX configurations. Previously it was HD 5970 + GTX 480, and now – GTX 480 for graphics along with GTX 465 working as dedicated PhysX card.

Update: and yet another article from TweakTown – GTX 480 vs GTX 470 + GTX 260 in PhysX games.

Read the full article.

Performance numbers are great, but GTX 465 does not seems to be a good candidate for such role because of heat, noise and high power consumption. I’m personally waiting for low-end Fermi based GPUs, to reinforce my new GTX 470 ;)

Written by Zogrim

June 7th, 2010 at 3:03 pm

Hybrid PhysX: HD 5970 plus GTX 480 System benchmarks

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Pretty decent article emerges on TweakTown recently – it contains benchmarks of monstrous Hybrid PhysX system with Sapphire HD 5970 TOXIC card for graphics and GIGABYTE GeForce GTX 480 for PhysX calculations, coupled with Core i7-980 @4.2 GHz CPU and 6 GB of RAM.

Update: Another article from TweakTown. HD 5970 and HD 5870 with GTX 465, GTX 285 and GTX 260 as PhysX cards.

Hardly many people can afford such system, but at least, it is interesting read.

Written by Zogrim

April 30th, 2010 at 2:22 pm

Supersonic Sled Demo available for download

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Supersonic Rocket SledDX11 and PhysX technology demo from Nvidia is finally available for download (221 mb). Unfortunately, you won’t be able to run it until you have GTX 400 Series GPU.

You can download Supersonic Sled demo from here

Written by Zogrim

March 27th, 2010 at 1:39 pm

Posted in Other

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Nvidia GTX 480: up to 2.5x Performance in PhysX

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Well, NDA for new GTX480/470 GPUs from Nvidia is lifting now all over the world, and we are ready to spoil some details about PhysX computing capabilities of new GPUs.

Not bad, huh ? GTX 480 promises 2.5x performance gain over GTX 285 in PhysX calculations. To reinforce this statement, some benchmarking results vere revealed.

First one – for Raging Rapid Ride techno-demo, featuring complex water simulation (you can read our overview here).

Read the rest of this entry »

Written by Zogrim

March 27th, 2010 at 2:04 am

WeeklyTube Issue 27: PhysX video overview

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Geforce GTX 480 running Supersonic Sled 2 by PCGamesHardware

Supersonic Sled demo sequence from Cebit 2010. But this time it’s showcases sled collision with obstacle, consisting of several destructible boxes and barrels, spawned on the rails. Number of generated physical debris is inspiring.

Esenthel RPG 2 by Esenthel

Playable demo of Esenthel game engine. Includes well tuned ragdolls and cloth simulation for character skirt, all PhysX SDK based.

Read the rest of this entry »

Written by Zogrim

March 7th, 2010 at 4:31 pm

Posted in WeeklyTube

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Rocket Sled: DX11 and PhysX features trailer

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Official trailer of Rocket Sled demo (also known as Supersonic Sled), with detailed DX 11 and PhysX features description, emerges on YouTube recently.

Firstly shown on CES 2010, Rocket Sled is supposed to demonstrate both graphics and physics computing capabilities of new GF100 (Fermi) GPUs.

If you are interested in more in-depth technical details behind this demo, you can watch this video or read this article.

Written by Zogrim

February 9th, 2010 at 1:18 pm

Posted in Other

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GF100 Technology previews are revealing new PhysX details

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Today NDA relative to new Nvidia GF100 (Fermi) GPU was partially lifted , and major websites have already published their technological previews of new architecture (without game benchmarks yet). Certain details on GF100 PhysX potentiality and PhysX Technology were stated accordingly, and here is our sum overview:

GF100 Preview by GURU 3D specifies GF100 physics computing capabilities – 2x times faster then GT200 arhitecture in Dark Void, and up to 3x in PhysX Fluid simulation.

NVIDIA GF100 Architecture and Feature Preview” article by hothardware.com adds new details on Supersonic Sled demo.

The Supersonic Sled Demo uses GPU particles systems for smoke, dust, and fireballs, PhysX physical models for rigid bodies and joints, which are partially processed on the CPU, tessellation is used for the terrain, and image processing is used for the motion blur effect.

Particles are strewn about and objects like a shack, bridge, and rock ledge crumble as the sled jets by. Hundreds of thousands to a million particles can be on the screen at any given time, all being managed by the GPU.

Read the rest of this entry »

Written by Zogrim

January 18th, 2010 at 1:14 pm

Posted in Articles, Reviews

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