Archive for the ‘Interview’ tag
Metro 2033: Story, Combat and Tech interview
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 DX11 support and intensive storyline, Metro 2033 will include GPU accelerated PhysX content. If you are interested in details about GPU PhysX support, please refer to our inteview with 4A Games, focused on in-game physics.
PhysX From Inside Out: RayFire Tool
We are proud to announce our new line of articles, called “PhysX From Inside Out” – view on PhysX SDK from developer’s perspective, within the bounds of certain PhysX based applications.

Or first, pilot article, is dedicated to RayFire Tool – awesome destruction plug-in for 3ds Max. Mir Vadim, RayFire Tool sole developer, has answered some of our questions about RayFire history and PhysX SDK role in plug-in development.
Read The Article - PhysX From Inside Out: RayFire Tool
P.S. I’ve counted on small interview firstly, but Mir Vadim has sended a huge post-mortem like material – must read for every RayFire user and admirer.
Thanks Mir !
Metro 2033: Interview with 4A Games on physics.. and PhysX
Lately, Metro 2033 is more and more often referred as starting title for new GF100 GPUs from Nvidia – due to it’s truly next-gen graphics engine, with DX 11 support and, of course, intensive usage of Physx SDK and hardware accelerated PhysX effects – aspect we are most interested in.
Yuriy Saschuk, 4A Games engine programmer, has joined us today to answer some questions about Metro 2033 in-game physics in general, and PhysX specifically.

PhysXInfo.com: How much physics is involved in gameplay ? Do players have ability to carry physical objects or drag corpses ?
Yuriy: Physics in Metro 2033 has more demonstrative, than gameplay affecting, nature. It’s supposed to enhance game, make it more diverse, realistic and exciting. But actual gameplay isn’t focused on physics.
You can’t carry or throw objects – we’ve decided that there is no need for this, but enemies (and player too) can receive damage as result of certain physical interactions.
PhysXInfo.com: Will Metro 2033 contain destructible objects, and in what quantity ?
Yuriy: Our engine supports destructible environments, and this component is used in the game.
PhysXInfo.com: Tell us a bit about hardware PhysX support in the game. Presence of appropriate Nvidia GPU will simply increase the fps numbers or add some exclusive effects ? Will GPU PhysX content have influence on gameplay ? Which advanced physics effects will be included ?
Yuriy: PhysX hardware acceleration capability of Nvidia GPUs will add performance in the first place. There are two physics modes in Metro 2033 – basic and so-called, “Advanced PhysX”, which will include both enhanced, more detailed effects from basic mode and some additional physics features. Advanced PhysX mode requires appropriate Nvidia GPU to run properly, meanwhile, it will not affect gameplay, just add some immersion.
Or engine support cloth and fluid simulation. By “fluid simulation” we imply various particles system, like lighter- and heavier-than-air gases, smoke, dust, debris from bullet hits, not only liquids.
Nvidia in responce to AMD: PhysX is multi-threaded

Earlier this month, AMD critized Nvidia again, this time on crippling PhysX multi-threaded capabilities.
“When they bought Ageia, they had a fairly respectable multicore implementation of PhysX. If you look at it now it basically runs predominantly on one, or at most, two cores. That’s pretty shabby! I wonder why Nvidia has done that?” said Richard Huddy, AMD worldwide developer relations manager, in an interview with Bit-tech.com
“It’s the same thing as Intel’s old compiler tricks that it used to do; Nvidia simply takes out all the multicore optimisations in PhysX. In fact, if coded well, the CPU can tackle most of the physics situations presented to it.”
Tomshardware asked Nvidia for its responce for such allegations, and here is an answer by Nadeem Mohammad, PhysX director of product management:
I have been a member of the PhysX team, first with AEGIA, and then with NVIDIA, and I can honestly say that since the merger with NVIDIA there have been no changes to the SDK code which purposely reduces the software performance of PhysX or its use of CPU multi-cores.
Our PhysX SDK API is designed such that thread control is done explicitly by the application developer, not by the SDK functions themselves. One of the best examples is 3DMarkVantage which can use 12 threads while running in software-only PhysX. This can easily be tested by anyone with a multi-core CPU system and a PhysX-capable GeForce GPU. This level of multi-core support and programming methodology has not changed since day one. And to anticipate another ridiculous claim, it would be nonsense to say we “tuned” PhysX multi-core support for this case.
PhysX is a cross platform solution. Our SDKs and tools are available for the Wii, PS3, Xbox 360, the PC and even the iPhone through one of our partners. We continue to invest substantial resources into improving PhysX support on ALL platforms–not just for those supporting GPU acceleration.
As is par for the course, this is yet another completely unsubstantiated accusation made by an employee of one of our competitors. I am writing here to address it directly and call it for what it is, completely false. NVIDIA PhysX fully supports multi-core CPUs and multithreaded applications, period. Our developer tools allow developers to design their use of PhysX in PC games to take full advantage of multi-core CPUs and to fully use the multithreaded capabilities.
Source: nTersect Blog
Reminder: Nvidia interview at WJPF will start in one hour
Interview with Nvidia about PhysX at WJPF news radio will start in one hour – at 1 PM CST.
Live stream is available at WJPF website (click “listen live” button at the right)
After the interview, Hi Tech Legion will provide more in-deph view into the PhysX technology.
Interview with Nvidia about PhysX live on WJPF news radio
According to High Tech Legion, WJPF news radio will be airing interview with Nvidia regarding PhysX technology at September 6, 2009, 1 PM CST (GMT-6).
Live stream will be accessible via WJPF website
Additionally, recorded interview will be available for HTL readers, along with some extra materials.
Source: Hi Tech Legion












