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	<title>PhysXInfo.com - PhysX News &#187; Interview</title>
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		<title>Metro Last Light: developer talks about CPU and GPU PhysX support</title>
		<link>http://physxinfo.com/news/6503/metro-last-light-developer-talks-about-cpu-and-gpu-physx-support/</link>
		<comments>http://physxinfo.com/news/6503/metro-last-light-developer-talks-about-cpu-and-gpu-physx-support/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 12:28:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Metro Last Light]]></category>

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Metro: Last Light, sequel to Metro 2033 title, is aiming technology throne with DX 11, tesselation and support for GPU accelerated PhysX effects. PCGamesHardware.com had the chance to talk with Oles Shishkovtsov, Chief Technology Officer at 4A Games, about improvements that are planned for PC version of the game.


PC Games Hardware: You keep the support [...]]]></description>
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<p style="text-align: justify;"><a href="http://metro.thq.com/" target="_blank">Metro: Last Light</a>, sequel to <strong>Metro 2033</strong> title, is aiming technology throne with DX 11, tesselation and support for GPU accelerated PhysX effects. <em>PCGamesHardware.com</em> had the chance to talk with <strong>Oles Shishkovtsov</strong>, Chief Technology Officer at 4A Games, about improvements that are planned for PC version of the game.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6516" title="Metro_LL" src="http://physxinfo.com/news/wp-content/uploads/2011/10/Metro_LL.jpg" alt="" width="548" height="265" /></p>
<blockquote>
<p style="text-align: justify;"><strong><em>PC Games Hardware</em>: </strong>You keep the support for  <span style="text-decoration: underline;">GPU PhysX</span> in Metro Last Light. If so can we expect some improvements or  enhancements compared to Metro 2033 (e.g. soft bodies, debris, and  destructible environments)? What graphics card do you recommend for  maxed details in Full HD with Antialiasing? An upcoming Nvidia  Kepler-based Geforce for example? <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p style="text-align: justify;"><strong><em>Oles Shishkovtsov:</em> </strong>Yes,  you can expect <span style="text-decoration: underline;">a lot of improvements</span>, especially in destruction and  debris. The upcoming Geforce cards will be fully supported.</p>
<p style="text-align: justify;"><strong><em>PC Games Hardware:</em> </strong>When  benchmarking Metro 2033 we found out that the engine utilized more than  four cores of multicore CPUs if we were using the advanced PhysX  effects on CPU, so you are utilizing Nvidias PhysX SDK 3.x? Will all the  advanced PhysX effects only be available in PC version?</p>
<p style="text-align: justify;"><strong><em>Oles Shishkovtsov:</em> </strong>That&#8217;s  the common misconception that PhysX 2.X cannot be multithreaded.  Actually it is internally <span style="text-decoration: underline;">designed to be multithreaded</span>! The only thing –  it takes some programmer time to enable that multi-threading (actually  task generation), mostly to integrate with engine task-model and ensure  proper load-balancing. So, 2033 used PhysX 2.8.3, and Last Light uses  similar, a slightly modified version at the time of writing. And yes,  advanced PhysX effects will be available only on PC.</p>
</blockquote>
<p><a href="http://www.pcgameshardware.com/aid,852240/Metro-Last-Light-PC-aims-for-the-technology-throne-Developer-talks-about-DirectX-11-Tessellation-GPU-Physx-und-Co/News/" target="_blank"><tt>Read the full interview</tt></a></p>
<p style="text-align: justify;">Sounds good.</p>
<p style="text-align: justify;">However, we are hoping that this time <strong>Metro</strong> will be able to surprise us with more than two minor particle effects (<a href="http://physxinfo.com/data/vreview_metro.html">as in Metro 2033</a> &#8211; while &#8220;debris, smoke and dust&#8221; <a href="http://physxinfo.com/news/1881/metro-2033-interview-with-4a-games-on-physics-and-physx/">were promised</a>) and it won&#8217;t require &#8220;upcoming GeForce card&#8221; to run those GPU PhysX effects with playble framerate.</p>
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		<title>Exclusive: NVIDIA talks present and future of PhysX Technology</title>
		<link>http://physxinfo.com/news/6419/exclusive-nvidia-talks-present-and-future-of-physx-technology/</link>
		<comments>http://physxinfo.com/news/6419/exclusive-nvidia-talks-present-and-future-of-physx-technology/#comments</comments>
		<pubDate>Thu, 20 Oct 2011 15:43:29 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Nvidia]]></category>
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		<description><![CDATA[Our exclusive interview with Ashu Rege, Tony Tamasi and Rev Lebaredian from NVIDIA]]></description>
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<p style="text-align: justify;">Almost four years has passed since NVIDIA aquired <a href="http://physxinfo.com/wiki/Ageia" target="_blank">Ageia</a> and presented their version of hardware accelerated <a href="http://physxinfo.com/wiki/NVIDIA_PhysX" target="_blank">PhysX Technology</a>. However, anyone who is watching <strong>GPU PhysX</strong> progress closely can say, that so far it has not shown any significant advancement &#8211; but is the <span style="text-decoration: underline;">fight already lost</span> or is it just <span style="text-decoration: underline;">taking time to harness up, but will ride fast</span>?</p>
<p style="text-align: justify;">We got a chance to chat with <strong>Tony Tamasi</strong>, Senior Vice President of Content &amp; Technology in NVIDIA, <strong>Ashu Rege</strong>, Vice President of Content &amp; Technology, and <strong>Rev Lebaredian</strong>, Director of Engineering, to clear up these questions, and recieve some insider information on future development plans for PhysX SDK and NVIDIA APEX toolset.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Over last years, amount of GPU PhysX games is actually decreasing. There were five games in 2009, three in 2010 and so far only one in 2011. How can you explain that?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #ff6600;"><strong><span style="color: #800000;">Tony Tamasi:</span> </strong></span>It was a choice on our part. We had a large amount of resources we could otherwise dedicate to content, but we needed to advance the core technology. We needed to get PhysX 3 done, and we needed to get APEX done to the degree where it is usable by game developers. We had to put a lot of resources there, which meant that some of those resources weren’t directly working on games.</p>
<p style="text-align: justify; padding-left: 30px;">But in the long term, game developers can actually use PhysX and APEX, and make use of the GPU without significant amounts of effort, so that a year or two years from now more games will come out using GPU physics.</p>
<div id="attachment_6440" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6440 " title="alice_fl" src="http://physxinfo.com/news/wp-content/uploads/2011/10/alice_fl.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Alice: Madness Returns - most recent GPU PhysX title</p></div>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> When we initially acquired Ageia, we made a big effort to move many games over to GPU PhysX.  We learned a lot in that period of time: getting GPU physics into games, what are the problems, what works and what doesn’t. That gave us the opportunity to regroup, refocus, and figure out how to do it correctly.</p>
<p style="text-align: justify; padding-left: 30px;">We made a conscious decision.  After we did a bunch of PhysX and APEX games in 2009 and early 2010,  we said “Ok, we have learned enough, we need to sit down and focus on finishing APEX and changing it based on what  we just learned, as well as PhysX 3”. Doing as many titles as we were doing before was just going to slow us down.</p>
<p style="text-align: justify; padding-left: 30px;">It made more sense to slow down the content pipeline but get the tools right, but that puts us in the position when once those are complete, it is actually less work for us to get PhysX in games.</p>
<p style="text-align: justify; padding-left: 30px;">This slowdown has not been because of any problems. It is something that we have decided to do.</p>
<p style="text-align: justify;"><span id="more-6419"></span><strong><span style="color: #008080;">PhysXInfo.com:</span> So NVIDIA APEX is supposed to give developers the tools for easy creation on physical content in games, and you will receive GPU PhysX support as a byproduct. Is this idea working already?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> It won’t be 100% free. Anytime you’re going to change the quality of something, you’re going to have the artists and level designers do a little bit of work to tweak it so it will look right.</p>
<p style="text-align: justify; padding-left: 30px;">Sure, let’s say if you have clothing you can just increase the number of vertices or increase the number of bodies for something with destruction, but most likely they going to want to tune it at different levels.</p>
<p style="text-align: justify; padding-left: 30px;">What we are trying to do with APEX is minimize that work. If you spend 10 hours putting together a set of assets for consoles, it shouldn’t take you another 10 hours to do the GPU stuff, maybe an additional half hour—depending on the developers and game in question obviously.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> And  I can actually tell you for sure, when we first started on the GPU PhysX effort, it often took more time to do the GPU physics work than core physics work, which is not the right balance. So we have to get the balance to make it incremental effort.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span> If you compare some games with APEX and GPU PhysX from one or two years ago, with some other games we are working on today, we have improved by 4-5 times in terms of less man-hours of work to get GPU PhysX done.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So how many GPU PhysX games are we going to see in upcoming years?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> I think you’ll see more GPU PhysX games next year than you did this year, and I would expect to see a lot more in 2013. PhysX 3 and APEX are now just getting integrated–that’s why you see that kind of lag.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> We’ve also taken steps to integrate it [APEX/GPU PhysX] in major engines, like UE3—that enables a lot more developers to be able to use it out of the box now. When we did the GPU titles in 2009, essentially we have to do that integration each time. So there should be a large increase in GPU physics content just because it’s easier.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>And for how long are you planning to further develop and use PhysX Technology?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> As long as we can see!</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Ashu Rege:</span></strong> The interesting thing is that we haven’t even touched, frankly, the surface of the cool new things that can be done in many directions; things like heightfield fluid simulation, better cloth–I mean, there are so many different improvements, for both algorithms and technology as well as improvement for the tools so developers can integrate these features much faster.</p>
<p style="text-align: justify; padding-left: 30px;">So yes, we keep working.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Is the fact that GPU PhysX is exclusive to NVIDIA some kind of barrier for GPU PhysX adoption?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> It is not a secret that most of game developers are concerned about consoles. PC for them is a smaller SKU usually, so PhysX not running on competitor GPUs  does not really matter that much to them.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> For every title we have worked on; for every one that I’m aware, that was never a reason for someone to use or not to use GPU PhysX.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Do you have any plans to port GPU PhysX to DX11 (Direct Compute) or OpenCL?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> No plans to do it. Maybe if there will be a good reason for that in the future, but there is no current plan.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So developers are not asking you to port GPU PhysX to OpenCL?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> Nope.</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> No.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are GPU PhysX effects going to be friendlier to multi-core CPUs in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> You can use multi-core CPUs in PhysX 2.8, but it requires a lot of extra work to do that.  In PhysX 3 most solvers are parallelized across as many threads as are available.</p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> It is usually not possible to get linear scaling with increasing numbers of CPU cores automatically. It is not reasonable to expect that if you’ll throw 8 cores at it, it will be 8 times faster.  However, we’ve done a lot of work in PhysX 3 to maximize usage of multiple CPU cores whenever possible.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What do you think about Hybrid PhysX? Isn’t it for good?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Good at what cost?</p>
<p style="text-align: justify; padding-left: 30px;">Supporting it would be a huge amount of QA for us, and it would be weird too – if we’ll find a bug in AMD’s drivers, what will we do?</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span>For the foreseeable future we will not supporting it officially. If it works- it works, if some guys can figure out how to make it work – great for them.</p>
<p style="text-align: justify;"><em>After discussion of common topics, we have moved to more specific questions regarding PhysX SDK and NVIDIA APEX toolset.</em></p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> New PhysX SDK 3. Has it already equals the hopes or was it waste of time, which has created more problems that it has solved?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>As far as I can tell, every developer we talked to is happy with it.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> We have had developers demand to use it over 2.8, and that’s actually accelerated our plans for getting APEX working with it.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhyXInfo.com: </span>So developers now prefer PhysX 3 over 2.8?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> Yes.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege: </strong></span>We build it to satisfy all their needs, so it would be really strange if they won’t use it. And we will be continuing to improve it to meet what developers are asking for.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Will PhysX SDK support next-generation consoles in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Here is what we can say: we will always support all platforms that are relevant to our developers, so when the next generation consoles will become a reality, we will be on it.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Will PhysX SDK remain focused on games/game development area only?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>The focus is games. People can use it for visual effects or for manufacturing–that is awesome. And if we can do some incremental work to enable them, we’ll do that when we can, but the focus is games.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are you thinking about enhancing PhysX/APEX product line with additional middleware packages, for animation or AI simulation, for example?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> We work closely with our partners, with Natural Motion, with Autodesk, with game engine guys, but we are not interested in participating in that market; making money selling software. So it is not our goal to enter all of these areas.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What is the current development course for NVIDIA APEX?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> We have decided to currently focus on two modules that have the highest priority for game developers – Clothing and Destruction.</p>
<div id="attachment_6453" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6453" title="EvE_APEX" src="http://physxinfo.com/news/wp-content/uploads/2011/10/EvE_APEX.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">EvE Online: APEX Clothing will make your hair long and silky</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> When we are going to see APEX with PhysX SDK 3 support? What are going to be the benefits, in comparison to current APEX with SDK 2.8?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> Internally we already have version that works with PhysX 3. That’s one of the things on the roadmap. APEX 1.2 is going to be the first version of APEX we’ll release that will support PhysX 3.</p>
<p style="text-align: justify; padding-left: 30px;">Essentially, the benefits will be all the benefits that you get from PhysX 3 – better performance, and we’ll have all new features, new solvers, and all that kind of stuff.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Are you planning to port APEX to mobile platforms?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> Yes.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> Internally, we already have all of those working.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> And as soon as mobile devices will support CUDA, we’ll have GPU computation on mobile devices too.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> APEX Destruction 1.1 will include fully functional GPU Rigid body solver (you were able to see in Art Gallery demo at GDC 11) – can you provide more details about it? Is this already finished technology or first iteration with many improvements to come?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #800000;">Rev Lebaredian:</span></strong> We’ve done a lot of work on it since the Art Gallery demo last GDC.  It is more robust now, and behavior is better.  It is essentially the same, or maybe in some cases even better quality than the rigid body behavior in PhysX 2.8</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Ashu Rege:</strong></span> We are at the point right now where we have three baseline things working–behavior, robustness and performance. We are continuing to enhance and improve it, especially on the performance front. It is using the exact same API [as CPU RB], except some pieces of the API are not implemented yet, so things like joints are not done.</p>
<p style="text-align: center;">
<div id="attachment_6490" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-6490 " title="UDK_GRB" src="http://physxinfo.com/news/wp-content/uploads/2011/10/UDK_GRB.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Art Gallery demo was featuring GPU Rigid Body physics with up to 10 000 individual objects</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What other features are planned for future versions of APEX Destruction?</strong></p>
<p style="padding-left: 30px; text-align: justify;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> There are lots of things we want to do with Destruction, real-time fracturing instead of pre-fracturing, all kinds of stuff. There are a lot of things in the plan and we have ideas on how to implement a lot of them, but what ends up driving features is the content. We work with game developers, see what it is they want, and we will change the priority based on demand.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> New clothing solver was introduced in PhysX SDK 3.1. How does it compare to the previous one?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi:</strong></span> It is faster and more stable, but it is not complete in terms of the feature set that is in PhysX 2.8, but we are adding those in the future.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Are you going to expand this new solver with all the missing functionality, or add additional specialized solvers in the future?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian:</strong></span> For collision geometry and similar features, we’ll expand the same solver. We haven’t decided yet, if we’ll want to introduce tearing for example.  That is a likely candidate for a different solver, because it never quite solved this problem correctly anyway. Sometimes it is better to have different solvers that solve different problems.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Will it support multi-core CPUs to the full extent?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>Yes</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Are you planning to add this new clothing solver to 2.8 PhysX SDK?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian: </strong></span>The plan is if the developers are using PhysX 3.1, they can just use the new solver. If the developers are using 2.8 and they can’t switch to 3.1 for whatever reason, we can take the solver and make it build with APEX, so that they can continue to use PhysX 2.8 for all of their normal physics stuff and also use the 3.1 cloth solver with APEX Clothing.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Is authoring pipeline going to be different for new solver?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Rev Lebaredian: </strong></span>There are some modifications we’ve made. The parameter space is different and there are some new features, like tapered capsules for collision geometry–we obviously had to change DCC plug-in to support that.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> When are we going to see new clothing solver in action?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>Tony Tamasi: </strong></span>In games shipping next year.</p>
<p><em>As for us, all of the above sounds trustworthy enough and yet promising.</em></p>
<p><em>And what do you think ? Tell us in comments.</em></p>
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		<title>More details about PhysX support in Batman: Arkham City</title>
		<link>http://physxinfo.com/news/6220/more-details-about-physx-support-in-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6220/more-details-about-physx-support-in-batman-arkham-city/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 21:43:44 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[PhysX]]></category>

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In a recent interview to PCGamesHardware.de, Ben Wyatt, technical director at Rocksteady Studios, has revealed some technical details about PhysX implementation and GPU PhysX support in upcoming Batman: Arkham City title.

Let&#8217;s overview disclosed facts briefly:

Batman Arkham City won&#8217;t use PhysX 3, but PhysX SDK 2.8.4 instead.
GPU PhysX content will be able to run on CPU, [...]]]></description>
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<p style="text-align: justify;">In a <a href="http://www.pcgameshardware.de/aid,846848/Technik-Interview-Batman-Arkham-City-Alles-ueber-DX11-Tessellation-und-Compute-Shader-bessere-Grafik-in-der-PC-Version/Action-Spiel/News/" target="_blank">recent interview</a> to PCGamesHardware.de, <strong>Ben Wyatt</strong>, technical director at Rocksteady Studios, has revealed some technical details about PhysX implementation and <strong>GPU PhysX</strong> support in upcoming <a href="http://community.batmanarkhamcity.com/" target="_blank">Batman: Arkham City</a> title.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6228" title="Wallpaper_Batman" src="http://physxinfo.com/news/wp-content/uploads/2011/09/Wallpaper_Batman.jpg" alt="" width="550" height="213" /></p>
<p style="text-align: justify;">Let&#8217;s overview disclosed facts briefly:</p>
<ul style="text-align: justify;">
<li>Batman Arkham City won&#8217;t use <a href="http://physxinfo.com/wiki/PhysX_SDK_3.x" target="_blank">PhysX 3</a>, but PhysX SDK 2.8.4 instead.</li>
<li>GPU PhysX content will be able to run on CPU, but with significant performance drop (typical GPU exclusive content type, we presume).</li>
<li><a href="http://physxinfo.com/wiki/APEX_Destruction" target="_blank">APEX Destruction</a> (destructible objects and walls) and <a href="http://physxinfo.com/wiki/APEX_Clothing" target="_blank">APEX Clothing</a> (<span style="text-decoration: underline;">clothing simulation on characters</span>, dynamic paper and leaves) modules will be utilized.</li>
</ul>
<p style="text-align: justify;">Since <a href="http://physxinfo.com/wiki/APEX_Particles" target="_blank">APEX Particles</a> module was not mentioned, it seems that GPU accelerated particles (smoke, debris) will be based on default PhysXParticleSystem implementation (like in <a href="http://physxinfo.com/data/vreview_alice.html" target="_blank">Alice: Madness Returns</a>).</p>
<p><span id="more-6220"></span></p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://www.pcgameshardware.com/aid,846939/Batman-Arkham-City-Technical-advantages-of-the-PC-version-DX11-tessellation-and-more/News/" target="_blank">english version</a> of the interview from PCGamesHardware.com</p>
<blockquote>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> Will the PC version of Batman: Arkham City like Batman: Arkham Asylum utilize Nvidia&#8217;s PhysX API including support for Physics calculated on the GPU?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> Yes. Like Batman: Arkham Asylum, the PC version of Batman: Arkham City will feature realistic smoke, debris, leaves, and paper using GPU PhysX. There will also be features not seen in Batman: Arkham Asylum including clothing on characters.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> Which of the different APEX modules do you use (Apex Clothing/Particles (Destruction/Turbulence for fluids)? Can you give a short description where in the game APEX will be applied?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> APEX destructibles are used in the PC version for breakable elements in the game including breakable walls and objects that get thrown during fights. APEX clothing is used in the PC version for several of the characters you&#8217;ll encounter in the game and for simulating effects like paper and leaves. APEX clothing was also used for many of the cutscenes which can be seen on all platforms.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> What are the visual differences between physics calculated by CPU and GPU (via PhysX/APEX)?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> The extra PhysX effects in the PC version of the game add another dimension of realism to the game. When fighting as Batman or Catwoman, you will see walls break into splinters, paper and debris get kicked up, smoke respond realistically, and clothes on the thugs you fight.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> Are there any features that players without an Nvidia card will miss? What technical features cannot be realized with the CPU as &#8220;physics calculator&#8221;?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> All PhysX and APEX features can be run on the CPU or an NVIDIA GPU, but you can expect the game to run much slower without NVIDIA GPU acceleration when the additional PhysX effects are enabled. An NVIDIA GPU is recommended for all the additional PhysX features.</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">PCGH:</span> Do you plan to use the latest PhysX SDK 3? Which advantages do you see compared to previous versions?</p>
<p style="text-align: justify;"><span style="text-decoration: underline;">Ben Wyatt:</span> Batman: Arkham City uses PhysX 2.8.4.</p>
</blockquote>
<p style="text-align: justify;">PC version of <strong>Batman: Arkham City</strong> is supposed to be released in first weeks of November, 2011.</p>
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		<title>NVIDIA: PhysX continues to play an important role for us</title>
		<link>http://physxinfo.com/news/5591/nvidia-physx-continues-to-play-an-important-role-for-us/</link>
		<comments>http://physxinfo.com/news/5591/nvidia-physx-continues-to-play-an-important-role-for-us/#comments</comments>
		<pubDate>Sun, 17 Apr 2011 13:02:10 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>

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If you are know PhysX only as GPU accelerated physics effects for PC games, lack of news and announcements of new GPU PhysX titles may give you an idea that NVIDIA has decided to drop support for PhysX completely. Forum threads like &#8220;Is PhysX Dead?&#8221; or &#8220;Physx dead?&#8220;, popping up from time to time, are [...]]]></description>
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<p style="text-align: justify;">If you are know <a href="http://physxinfo.com/wiki/Main_Page">PhysX</a> only as <a href="http://physxinfo.com/wiki/NVIDIA_PhysX">GPU accelerated</a> physics effects for PC games, lack of news and announcements of new GPU PhysX titles may give you an idea that NVIDIA has decided to drop support for PhysX completely. Forum threads like &#8220;<a href="http://forums.nvidia.com/index.php?showtopic=189563" target="_blank">Is PhysX Dead?</a>&#8221; or &#8220;<a href="http://www.overclock.net/nvidia/651420-physx-dead.html" target="_blank">Physx dead?</a>&#8220;, popping up from time to time, are indicating &#8211; users are worried.</p>
<p style="text-align: justify;">We were able to contact <strong>NVIDIA</strong> and <strong>Mike Skolones</strong>, product manager for PhysX, has revealed us the company&#8217;s plans regarding PhysX Technology.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span><strong> Is PhysX still playing important role for  NVIDIA ? Are you planning to use and evolve the PhysX Technology over  the years, or thinking about abandoning it in a favor for other  solutions ?</strong></p>
<p style="text-align: justify;"><span style="color: #993300;"><strong>Mike Skolones:</strong></span> PhysX has been and continues to play <span style="text-decoration: underline;">an important role</span> for NVIDIA, as  well as for the thousands of game developers who use PhysX for physics  simulation across a broad range of platforms, including PC, Xbox360,  PLAYSTATION 3, Nintendo Wii , iOS (including iPhone, iPod, and iPad),  OSX, Linux, and Android (including NVIDIA Tegra™ devices), MMO servers  running Linux and Windows; OSX ports; and Windows games, where  GPU-accelerated advanced simulation is poised for continued growth.</p>
<div id="attachment_5603" class="wp-caption aligncenter" style="width: 573px"><img class="size-full wp-image-5603" title="Monster_Madness_Android" src="http://physxinfo.com/news/wp-content/uploads/2011/04/Monster_Madness_Android.jpeg" alt="" width="563" height="254" /><p class="wp-caption-text">Monster Madness - one of the fist games that utilizes PhysX SDK on Android platform</p></div>
<p style="text-align: justify;">More  importantly, because PhysX continues to be the choice of developers for  integration into world’s leading commercial game engines, including  Unreal Engine 3, Trinigy, Unity, Torque, Gamebryo, Lightspeed, Hero, and  Dark Basic, not to mention other internal tech engines which also use  PhysX, designers and artists know they have compelling development  platforms they can immediately take advantage for making their games  that much more realistic and interactive.</p>
<p><span id="more-5591"></span></p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span> <strong>One may said that GPU accelerated PhysX is dead, since there is no  new titles with PhysX support on the horizon. Is the situation going to  change in near future, and if yes &#8211; what are you planning to oppose the  inceptive competition (like OpenCL Bullet) ?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mike Skolones:</strong></span> Actually, there are <span style="text-decoration: underline;">quite a few titles</span> on the horizon <span style="text-decoration: underline;">with GPU PhysX  support</span> and more developers everyday are enthusiastically exploring this  technology with an eye toward making their Windows-based games richer  and more exciting. The gaming experience that savvy designers can  deliver with GPU-accelerated PhysX remains unparalleled. NVIDIA is  making a serious investment in PhysX to solve the simulation problems  that are critical to game developers on all of the platforms that are  important to their customers. As the mobile computing revolution  continues to transform the gaming landscape, this effort provides more  and more value each day.</p>
<div id="attachment_5077" class="wp-caption aligncenter" style="width: 573px"><img class="size-full wp-image-5077 " title="APEX_1-0_Beta" src="http://physxinfo.com/news/wp-content/uploads/2011/03/APEX_1-0_Beta.jpg" alt="" width="563" height="255" /><p class="wp-caption-text">NVIDIA APEX Toolset is supposed to help developers integrate PhysX effects</p></div>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/03/APEX_1-0_Beta.jpg" rel="shadowbox[post-5591];player=img;"></a>The PhysX approach is fundamentally different  from the open-source alternative, because in practice what really counts  is the ability to support the whole spectrum of platforms. Game  developers have many conflicting requirements and clearly we want to  support them no matter what library they choose to use for design.  Of  course, the big difference between PhysX and other open source efforts  is that NVIDIA is investing in tools and support for PhysX to directly  support designers.  We help them adopt and integrate our core  technologies and we provide regular updates to address their key issues.   Today that type of support is not available with open source  alternatives.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span> <strong>After GDC 2011, you have announced first public release of  artist-friendly NVIDIA APEX physics simulation framework. Are  you planning to update PhysX SDK core (which is still based on old  NovodeX engine) to enhance performance/features based on a modern  platforms capabilities, and further improve recently added APEX  сomponents ?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mike Skolones:</strong></span> You bet. The PhysX SDK v. 3.0 is now in beta, and is in the hands of a  great number of developers. Although PhysX will always have its roots in  Novodex, version 3.0 is a solid re-write of the whole core of PhysX.  The PhysX-3 code base is now substantially cleaner, which is absolutely  critical to achieve optimal performance across all modern gaming  platforms.</p>
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		<title>How PhysX is used in Breach: Interview with Atomic Games</title>
		<link>http://physxinfo.com/news/4724/how-physx-is-used-in-breach-interview-with-atomic-games/</link>
		<comments>http://physxinfo.com/news/4724/how-physx-is-used-in-breach-interview-with-atomic-games/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 22:16:04 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Breach]]></category>
		<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[PhysX]]></category>

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This week our undivided attention is focused PhysX SDK based multiplayer shooter Breach, notable for its pervasive and complex dynamic destruction system.
Update: PhysX and Breach: Final Verdict

We&#8217;ve contacted Atomic Games, developers of Breach, to get more background on PhysX implementation and technical aspects of in-game physics. Mark Davidson, director of core technologies, was kind enought [...]]]></description>
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<p style="text-align: justify;">This week our undivided attention is focused <strong>PhysX SDK</strong> based multiplayer shooter <a href="http://physxinfo.com/news/4719/breach-the-world-most-destructible-battlefield-trailer/">Breach</a>, notable for its pervasive and complex dynamic <a href="http://physxinfo.com/news/4719/breach-the-world-most-destructible-battlefield-trailer/" target="_blank">destruction system</a>.</p>
<p style="text-align: justify;"><strong>Update: </strong><a href="http://physxinfo.com/news/4778/physx-and-breach-final-verdict/" target="_blank">PhysX and Breach: Final Verdict</a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/01/Breach_peak_rpg.jpg" rel="shadowbox[post-4724];player=img;" title="Breach_peak_rpg_sm"><img class="aligncenter size-full wp-image-4745" title="Breach_peak_rpg_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/01/Breach_peak_rpg_sm.jpg" alt="Breach and PhysX - Interview" width="550" height="309" /></a></p>
<p style="text-align: justify;">We&#8217;ve contacted <strong>Atomic Games</strong>, developers of Breach, to get more background on PhysX implementation and technical aspects of in-game physics. <span style="text-decoration: underline;">Mark Davidson</span>, director of core technologies, was kind enought to answer some of our questions:</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span> <strong>Destruction system and physics in general &#8211; what do they mean for Breach? Are they just a cosmetic features or integral part of the gameplay?</strong></p>
<p style="text-align: justify;"><span style="color: #993300;"><strong>Mark Davidson:</strong></span> Destruction in Breach defines the game. It’s not just a facet of game play; it is the core mechanic, the soul. Everything revolves around it, how to attack, how to defend, where to take cover, these choices are all driven by the destructible nature of the environment.</p>
<p style="text-align: justify;">The fact that almost anything on the battlefield can be destroyed means physics play a pivotal role in how any skirmish plays out. We have gone way beyond swapping models for a destroyed version, In Breach you are physically affecting elements of the world and forcing other players to react to that.</p>
<p><span id="more-4724"></span></p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>PhysXInfo.com:</strong></span> <strong>We know that Breach is using PhysX SDK &#8211;  why was it chosen as physics middleware? Have you encountered any problems with PhysX during development?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mark:</strong></span> Atomic made the decision to use PhysX many years ago &#8212; in fact, before Ageia were acquired by Nvidia. It’s an extremely robust SDK and allows for a lot of developer customization, especially when it comes to making use of multiple processors or cores.</p>
<p style="text-align: justify;">This was a necessity when developing on the 360, but it also translates well to multi-core PCs. Most of the problems we encountered in development were general resource and usage issues associated with unbounded destruction; the size of the world, the number of actively simulated objects, issues of objects stacking after collapses etc. These were issues Atomic needed to address internally.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> How exactly is PhysX SDK is being utilized? Is it responsible for collision detection, character controller or rigid body physics?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mark:</strong></span> It’s used for much more than just collision and rigid body simulation. Almost everything in the environment is physically simulated, or at least is some kind of PhysX object. Explosive damage, shockwaves and ballistics are all calculated accurately and make extensive use of the library features. Keep in mind that we also have an active cover system that is available on almost everything in the play space, and this must also react to any destruction.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2011/01/Breach_peak_persuasive.jpg" rel="shadowbox[post-4724];player=img;" title="Breach_peak_persuasive_sm"><img class="aligncenter size-full wp-image-4752" title="Breach_peak_persuasive_sm" src="http://physxinfo.com/news/wp-content/uploads/2011/01/Breach_peak_persuasive_sm.jpg" alt="Breach and PhysX: Interview 3" width="550" height="309" /></a></p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Are you using any modules from NVIDIA APEX Toolset, like APEX Destruction? More advanced PhysX features like cloth, softbody or fluids &#8211; are they supported? Can physics simulation take advantage of additional CPU cores?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mark:</strong></span> We built our own destruction pipeline from scratch. This is a philosophical choice Atomic has made with respect to development. We believe by creating proprietary technologies that drive new play mechanics we can create the type of games that are not available anywhere else. However, there may be aspects of APEX that we use in the future.</p>
<p style="text-align: justify;">Our simulation most certainly takes advantage of the available CPU’s.</p>
<p style="text-align: justify;">We really didn’t make use of soft bodies, cloth or fluids mainly because the game play did not call for it. We wanted to direct all our effort, and horsepower, to solving the issues of destruction, and making the dynamic environment have a fundamental effect on the game play.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com: </span>Will PC version of Breach include any enhancements over Xbox 360 one? What about GPU accelerated physics effects?</strong></p>
<p style="text-align: justify;"><span style="color: #800000;"><strong>Mark:</strong></span> On the PC version we offer the user a <span style="text-decoration: underline;">control panel</span> for adjusting physics parameters. Here you have the ability to really crank up the effects and amount of simulation that can occur in the game. We decided to do this because of the vast performance differences you find on the PC platform over consoles, and we wanted the user to have the best possible experience available for their machine.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Is appropriate Nvidia GPU required to play Breach in all of its PhysX &#8220;glory&#8221;, or fast multi-core CPU can do the work too?</strong></p>
<p style="text-align: justify;"><strong><span style="color: #800000;">Mark:</span> </strong>You can still run lots of the physics on other video cards, but we’ve optimized our performance for <span style="text-decoration: underline;">Nvidia cards</span>.</p>
<p style="text-align: justify;">We remind you, that <strong>Breach</strong> will be released just in a few days, at <span style="text-decoration: underline;">January 26</span>, for Xbox 360 XBLA (1200 MP) and PC (19.99 $).</p>
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		<title>Mafia II: Developers Interview</title>
		<link>http://physxinfo.com/news/3454/mafia-2-developers-interview/</link>
		<comments>http://physxinfo.com/news/3454/mafia-2-developers-interview/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 07:00:21 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Mafia 2]]></category>

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With Mafia 2 coming closer to it&#8217;s release, hype atmosphere is getting hotter, and apart from other materials you can find on the web, PC Games Hardware has published decent interview with Denby Grace from 2K Czech on several Mafia&#8217;s engine features, and PhysX part specifically:

PC Games Hardware: Are there any differences between the Console [...]]]></description>
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<p style="text-align: center;"><img class="alignnone size-full wp-image-3464" title="Mafia-II-Shots-2" src="http://physxinfo.com/news/wp-content/uploads/2010/07/Mafia-II-Shots-2.jpg" alt="" width="620" height="286" /></p>
<p style="text-align: justify;">With <strong>Mafia 2</strong> coming closer to it&#8217;s release, hype atmosphere is getting hotter, and apart from other materials you can find on the web, PC Games Hardware has published <a href="http://www.pcgameshardware.com/aid,765087/Interview-with-Mafia-2-developer-PC-gaming-will-never-die/Knowledge/" target="_blank">decent interview</a> with <strong>Denby Grace</strong> from 2K Czech on several Mafia&#8217;s engine features, and <strong>PhysX</strong> part specifically:</p>
<blockquote>
<p style="text-align: justify;"><strong>PC Games Hardware: Are there any differences between the Console and the PC Version of Mafia 2 as far as technical as well as visual aspects are concerned, for example GPU accelerated PhysX effects?</strong></p>
<p style="text-align: justify;"><strong>Denby Grace:</strong> You hit the nail on the head. The biggest difference is the GPU enabled physics effects. While on a system without GPU (consoles and ATI cards), the game will have a great PhysX simulation with particles and cloth, however, if you have the extra hardware we are able to push things to a whole new level which has not yet been seen in open world game before.</p>
<p style="text-align: justify;">Our destructible environments feature thousands of physical particles which in turn can be affected by individual explosion force fields to make them move. It&#8217;s all very impressive and it&#8217;s these kinds of improvements that high end PC gamers can expect.</p>
<p><span id="more-3454"></span></p>
<p style="text-align: justify;"><strong>PC Games Hardware: We know you are using Nvidia&#8217;s PhysX API and also APEX moduls (&#8220;Clothing”). Besides PhysX support why did you decide to use Nvidia&#8217;s physics middleware instead of other physics libraries like Havok or ODE? What makes Nvidia&#8217;s SDK so suitable for your title?</strong></p>
<p style="text-align: justify;"><strong>Denby Grace:</strong> PhysX is a really scalable system, which is something that appealed to us. We get to integrate a base system that can be dialed up and down, dependant on what system specs the users have. We have a minimum benchmark frame rate that we want to see, then the PhysX simulation level will adjust itself based upon the type of hardware you have.</p>
<p style="text-align: justify;">CPU vs GPU quite simply means that we can really push the boat out with that much dedicated horsepower without being concerned that it&#8217;s going to affect the performance of other areas, separating this out is certainly preferable. Going a step further is separating out the gfx from the physics with separate GPU&#8217;s (SLI configuration).</p>
<p style="text-align: justify;">People without a GPU PhysX card will still have these effects but it won&#8217;t be quite as advanced. We were very careful in ensuring that this would not affect the game play experience, no matter what system you have. , Mafia II I think looks absolutely amazing even without the full PhysX.</p>
<p style="text-align: justify;"><strong>PC Games Hardware: Does regular by CPU calculated physics affect visuals only or is it used for gameplay terms like enemies getting hit by shattered bits of blown-away walls and the like?</strong></p>
<p style="text-align: justify;"><strong>Denby Grace:</strong> No we don&#8217;t do this. We didn&#8217;t want to alienate a part of our user base with that sort of selective functionality.</p>
</blockquote>
<p style="text-align: justify;">Also, don&#8217;t forget to check several comparison <strong>PhysX</strong> screenshots, located at this <a href="http://www.pcgameshardware.de/aid,764616/Mafia-2-im-Technik-Test-APEX-PhysX-Grafikvergleich-und-Engine-Details/Action-Spiel/Test/" target="_blank">technical review</a>.</p>
<p><!--more--></p>
<p style="text-align: justify;">Besides, Gametrailers.com has uploaded an interview with <strong>Eric Liu</strong>, Nvidia content manager, covering PC version specific features, like <strong>3DVision</strong> and <strong>GPU PhysX and APEX</strong> support.</p>
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		<title>AMD and Nvidia: controversy over physics</title>
		<link>http://physxinfo.com/news/2664/amd-and-nvidia-controversy-over-physics/</link>
		<comments>http://physxinfo.com/news/2664/amd-and-nvidia-controversy-over-physics/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 07:54:20 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Bullet]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>

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Decent article called &#8220;AMD and NVIDIA butt heads over physics&#8221; emerges on Atomic MPC website yesterday.
Richard Huddy, AMD&#8217;s Worldwide Developer Relations Manager, Ashu Rege, Nvidia&#8217;s Senior Director of Content and Technology, and Nadeem Mohammad, Nvidia&#8217;s Director of Product Management and PhysX, are speaking out against physics engines support strategies of their rival companies. During discussion, [...]]]></description>
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<p style="text-align: justify;">Decent article called &#8220;<a href="http://www.atomicmpc.com.au/Feature/170767,amd-and-nvidia-butt-heads-over-physics.aspx/1" target="_blank">AMD and NVIDIA butt heads over physics</a>&#8221; emerges on <em>Atomic MPC</em> website yesterday.</p>
<p style="text-align: justify;"><strong>Richard Huddy</strong>, AMD&#8217;s Worldwide Developer Relations Manager, <strong>Ashu Rege</strong>, Nvidia&#8217;s Senior Director of Content and Technology, and <strong>Nadeem Mohammad</strong>, Nvidia&#8217;s Director of Product Management and PhysX, are speaking out against physics engines support strategies of their rival companies. During discussion, <strong>Bullet physics SDK</strong> is opposed to <strong>PhysX SDK</strong>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2667" title="ATI_vs_NVIDIA" src="http://physxinfo.com/news/wp-content/uploads/2010/03/ATI_vs_NVIDIA.jpg" alt="" width="300" height="199" /></p>
<p style="text-align: justify;">Apart from slight pro-AMD tone and some factial mistakes in engines descriptions, it&#8217;s interesting read. Conclusion we are complitely agreed with:</p>
<blockquote>
<p style="text-align: justify;">Whether or not Bullet takes off remains to be seen, but the next few  years will certainly be an interesting challenge for both companies.</p>
</blockquote>
<p style="text-align: justify;">However, as we&#8217;ve already took a view at <a href="http://physxinfo.com/news/2279/amd-and-physx-history-of-the-problem/" target="_blank">AMD and PhysX relationship history</a>, future of that <strong>AMD-promoted GPU Bullet</strong> and it&#8217;s implementation in games (not Bullet SDK itself) isn&#8217;t looking so bright and clear for us.</p>
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		<title>Metro 2033: tech-interview by PC Games Hardware</title>
		<link>http://physxinfo.com/news/2221/metro-2033-tech-interview-by-pc-games-hardware/</link>
		<comments>http://physxinfo.com/news/2221/metro-2033-tech-interview-by-pc-games-hardware/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 10:35:54 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Metro 2033]]></category>
		<category><![CDATA[Multi-Core]]></category>

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Recent articles about Metro 2033 have revealed so much technical details (about engine itself, and PhysX components specifically) so, one would think, nothing new can be added. However, recent interview with Chief Technical Officer Oles Shishkovstov by PCGamesHardware.com has something to offer:

PCGH: It could be read that your game offers an advanced physics simulation as [...]]]></description>
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<p style="text-align: center;"><img class="alignnone size-full wp-image-2227" title="metro_2033_logo_2" src="http://physxinfo.com/news/wp-content/uploads/2010/03/metro_2033_logo_2.jpg" alt="" width="570" height="196" /></p>
<p style="text-align: justify;">Recent articles about <a href="http://www.metro2033game.com/en" target="_blank">Metro 2033</a> have revealed so much <a href="http://physxinfo.com/news/2017/metro-2033-4a-engine-specifications/" target="_blank">technical details</a> (about <a href="http://www.eurogamer.net/articles/metro-2033-4a-engine-impresses-blog-entry" target="_blank">engine itself</a>, and <a href="http://physxinfo.com/news/1881/metro-2033-interview-with-4a-games-on-physics-and-physx/" target="_blank">PhysX components</a> specifically) so, one would think, nothing new can be added. However, <a href="http://www.pcgameshardware.com/aid,706182/Exclusive-tech-interview-on-Metro-2033/News/" target="_blank">recent interview</a> with Chief Technical Officer <strong>Oles Shishkovstov</strong> by PCGamesHardware.com has something to offer:</p>
<blockquote>
<p style="text-align: justify;"><strong>PCGH:</strong> It could be read that your game offers an advanced physics simulation as well as a support for Nvidia&#8217;s PhysX (GPU calculated physics) can you tell us more details here? Does regular by CPU calculated physics affect visuals only or is it used for gameplay terms like enemies getting hit by shattered bits of blown-away walls and the like?</p>
<p style="text-align: justify;"><strong> Oles Shishkovstov:</strong> Yes, the physics is tightly integrated into game-play. And your example applies as well.</p>
<p style="text-align: justify;"><strong>PCGH:</strong> Besides PhysX support why did you decide to use Nvidia&#8217;s physics middleware instead of other physics libraries like Havok or ODE? What makes Nvidia&#8217;s SDK so suitable for your title?</p>
<p style="text-align: justify;"><strong>Oles Shishkovstov:</strong> We&#8217;ve chosen the SDK back when it was Novodex SDK (that&#8217;s even before they became AGEIA). It was high performance and feature reach solution. Some of the reasons why we did this &#8211; they had a complete and customizable content pipeline back then, and it was important when you are writing a new engine by a relatively small team.</p>
<p style="text-align: justify;"><strong>PCGH:</strong> What are the visual differences between physics calculated by CPU and GPU (via PhysX, OpenCL or even DX Compute)? Are there any features that players without an Nvidia card will miss? What technical features cannot be realized with the CPU as &#8220;physics calculator”?</p>
<p style="text-align: justify;"><strong>Oles Shishkovstov:</strong> There are no visible differences as they both operate on ordinary IEEE floating point. The GPU only allows more compute heavy stuff to be simulated because they are an order of magnitude faster in data-parallel algorithms.</p>
<p style="text-align: justify;">As for Metro2033 &#8211; the game always calculates rigid-body physics on CPU, but cloth physics, soft-body physics, fluid physics and particle physics on whatever the users have (<strong>multiple CPU cores or GPU</strong>). Users will be able to enable more compute-intensive stuff via in-game option regardless of what hardware they have.</p>
</blockquote>
<p style="text-align: justify;">Pay attention to last paragraph &#8211; Metro 2033 will feature true <strong>multi-core</strong> implementation of <strong>GPU PhysX</strong> content &#8211; feature that most PhysX titles are lacking currently ? We are curious to see if this will really work, and since game has already <a href="http://www.gameshark.com/news/26564/Metro-2033-Goes-Gold-.htm" target="_blank">gone gold</a>, we&#8217;ll learn that very soon.</p>
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		<title>Metro 2033: 4A Engine specifications</title>
		<link>http://physxinfo.com/news/2017/metro-2033-4a-engine-specifications/</link>
		<comments>http://physxinfo.com/news/2017/metro-2033-4a-engine-specifications/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 12:44:40 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Metro 2033]]></category>

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Eurogamer.net website has published some very interesting materials, related to upcoming Metro 2033 title.  Firstly, they revealed full specifications of proprietary technology behing Metro 2033, known as 4A Engine, which is called even by its developers &#8220;one of the most advanced engines on the planet&#8221;.
You can read full specs here, and we&#8217;ll quote only part [...]]]></description>
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<p style="text-align: center;"><img class="alignnone size-full wp-image-2020" title="metro 2033" src="http://physxinfo.com/news/wp-content/uploads/2010/02/metro-2033.jpg" alt="" width="499" height="219" /></p>
<p><em>Eurogamer.net </em>website has published some very interesting materials, related to upcoming <a href="http://www.metro2033game.com/en" target="_blank">Metro 2033</a> title.  Firstly, they revealed full specifications of proprietary technology behing Metro 2033, known as <strong>4A Engine</strong>, which is called even by its developers &#8220;one of the most advanced engines on the planet&#8221;.</p>
<p>You can read <a href="http://www.eurogamer.net/articles/metro-2033-4a-engine-impresses-blog-entry" target="_blank">full specs here</a>, and we&#8217;ll quote only part related to engine physics system:</p>
<blockquote>
<p style="text-align: justify;"><strong>Physics System</strong><br />
Powered by nVidia <strong>PhysX</strong> technology, can utilise <strong>multiple CPU cores</strong>, AGEIA PhysX hardware, or nVidia GPU hardware.</p>
<p style="text-align: justify;">* Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound, physically driven animations<br />
* Rigid body and multi-jointed constructions. Breakable fences, walls , sheds and other objects. Thousands of different physical entities simulated per frame.<br />
* Cloth simulation, water physics (including cross-interactions)<br />
* Destruction and fracturing, physically based puzzles<br />
* Soft body physics on selected special game entities<br />
* On hardware-accelerated PhysX platforms engine implements full physically correct behaviour of particles such as smoke, debris, etc.</p>
</blockquote>
<p style="text-align: justify;">For dessert &#8211; <a href="http://www.eurogamer.net/articles/digitalfoundry-metro2033-article?page=1" target="_blank">Metrospective</a>, interview with 4A Games chief technical officer <strong>Oles Shishkovtsov</strong> about game engine optimizations and platform specific features.</p>
<p style="text-align: justify;">Metro 2033 is coming out <strong>March 16</strong> on PC and Xbox 360, PC version will include 3D Vision, DX 11 and <a href="http://physxinfo.com/news/1881/metro-2033-interview-with-4a-games-on-physics-and-physx/" target="_blank">GPU PhysX support</a>.</p>
<p><span id="more-2017"></span></p>
<p style="text-align: justify;"><strong><span style="color: #008080;">Update:</span> </strong>second part of interview with <strong>Oles Shishkovtsov</strong> was published on <a href="http://www.eurogamer.net/articles/digitalfoundry-tech-interview-metro-2033?page=1" target="_blank">Eurogamer</a>. Provides more in-depth details on <strong>PhysX SDK</strong> integration, and engine&#8217;s genesis in general.</p>
<blockquote>
<p style="text-align: justify;"><strong>Digital Foundry:</strong> The 4A engine integrates NVIDIA PhysX. What are the core advantages of the hardware acceleration, what sort of hardware do you require for the best experience?</p>
<p style="text-align: justify;"><strong>Oles Shishkovstov:</strong> The core advantage is simply the performance. The CPUs just aren&#8217;t there to enable large-scale physical effects (although they are very competitive when processing traditional rigid-body things). However, when you offload costly PhysX processing to GPU, we&#8217;ve got less GPU time for rendering.</p>
<p style="text-align: justify;">It&#8217;s a difficult question when choosing what hardware will provide the best experience. I&#8217;d say that dedicating another (maybe less powerful) GPU specifically for PhysX is the right thing to do!</p>
<p style="text-align: justify;"><strong>Digital Foundry:</strong> Over and above the tech demo-style elements that make PhysX cool, can you explain to us how the physics add to the gameplay experience?</p>
<p style="text-align: justify;"><strong>Oles Shishkovstov:</strong> We do not add PhysX effects if they aren&#8217;t integral to the gameplay experience. We don&#8217;t add an effect for the sake of an effect. Human eyes and brain are trained to see the inconsistencies. We are only trying to remove those inconsistencies in order to not distract from gameplay and not to lose that immersion we were heavily building brick by brick.</p>
<p style="text-align: justify;"><strong>Digital Foundry:</strong> How did you integrate PhysX into your many-core engine assuming you don&#8217;t have hardware acceleration? Are the same principles in use in the Xbox 360 code?</p>
<p style="text-align: justify;"><strong>Oles Shishkovstov:</strong> That&#8217;s easy. PhysX SDK has the similar notion of the &#8220;task&#8221; as we use. The SDK spawns them for every operation which can be safely parallelised, for example each rigid-body shape-shape collision detection, each cloth or fluid update, even the solver(s) is heavily sub-divided into the tasks.</p>
<p style="text-align: justify;">We forward those tasks to our task-scheduler and they are processed in the same manner as everything else. The only &#8220;conceptual&#8221; difference is between their and our task-model &#8211; we &#8220;spawn-and-forget&#8221; tasks and PhysX uses a &#8220;spawn-and-wait&#8221; model.</p>
</blockquote>
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		<title>Metro 2033: Story, Combat and Tech interview</title>
		<link>http://physxinfo.com/news/1970/metro-2033-story-combat-and-tech-interview/</link>
		<comments>http://physxinfo.com/news/1970/metro-2033-story-combat-and-tech-interview/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 09:31:46 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Metro 2033]]></category>
		<category><![CDATA[Video]]></category>

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Gametrailers.com website has published exclusive video interview with Luis Gigliotti, Metro 2033 executive producer, which also includes new gameplay sequences.
First part give a glimpse on human survival in Moscow after nuclear strikes.

In second part Luis describes new proprietary engine used to produce highly detailed post-apocalyptic world plus new innovative weapons.

In addition to excellent graphics with [...]]]></description>
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<p style="text-align: justify;"><em>Gametrailers.com</em> website has published exclusive video interview with <strong>Luis Gigliotti</strong>, <a href="http://physxinfo.com/news/605/metro-2033-postapocalyptic-shooter-with-physx-support/" target="_blank">Metro 2033</a> executive producer, which also includes new gameplay sequences.</p>
<p style="text-align: justify;">First part give a glimpse on human survival in Moscow after nuclear strikes.</p>
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<p style="text-align: justify;">In second part <strong>Luis</strong> describes new proprietary engine used to produce highly detailed post-apocalyptic world plus new innovative weapons.</p>
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<p style="text-align: justify;">In addition to excellent graphics with DX11 support and intensive storyline, <strong>Metro 2033</strong> will include GPU accelerated <strong>PhysX </strong>content. If you are interested in details about <strong>GPU PhysX</strong> support, please refer to our  <a href="http://physxinfo.com/news/1881/metro-2033-interview-with-4a-games-on-physics-and-physx/" target="_blank">inteview with 4A Games</a>, focused on in-game physics.</p>
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