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Archive for the ‘Metro 2033’ tag

Benchmarking Tool available for Metro 2033

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Recently released Ranger Pack DLC (will be downloaded automatically via Steam, if auto-update is enabled) for Metro 2033 has brought us not only new Hardcore mode, new achievements and new guns, but also a nice standalone Benchmarking Tool.

It uses intensive firefight sequence from Frontline level, and has well-thought-out interface with lots of settings and additional features, like framerate graphs generation after the test.

Benchmark can be used to measure GPU PhysX performance, since it includes some effects affected by “Advanced PhysX” option, like grenade explosions and particles from bullet impacts (5000+ particles in most intensive scene).

In addition, cloth simulation (several banners at benchmarking sequence start – around 1700 cloth vertices in total) supports GPU acceleration too.

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Written by Zogrim

September 6th, 2010 at 3:17 am

Posted in PhysX Games

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WeeklyTube Issue 30: PhysX video overview

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metro2033 hybrid physx by tripkj

Metro 2033 title running flawlessly on HD 5850 + 8600GT (in PCI-Ex1 slot) Hybrid system with DX 11 and Advanced PhysX on.

Cryostasis TechDemo by arctic933

Cryostasis tech-demo on HD 5850 + 9800GT Hybrid PhysX system.

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Written by Zogrim

April 5th, 2010 at 1:03 pm

Posted in WeeklyTube

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WeeklyTube Issue 29: PhysX video overview

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Metro 2033 GPU/CPU PhysX fog Comparison by protowiz

Performance comparison for Advanced PhysX effects running on single GTX 260 GPU and C2Q 9550 CPU. Particle smoke from grenade explosions is demanding effect, so fps hit is noticable.

pXent Pro and 3DGS – Cloth Physx and Tearing by quadraxas

Video from new pXent PhysX wrapper demo. Includes two types of cloth simulation – large tearable banner and thin clothing on animated character.

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Written by Zogrim

March 28th, 2010 at 6:26 pm

Posted in WeeklyTube

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WeeklyTube Issue 28: PhysX video overview

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APEX Clothing 3ds MAX plug-in by NVIDIADeveloper

Physically simulated clothing via PhysX SDK. Authoring process using APEX Clothing module and 3ds Max. From GDC 2010.

APEX Destruction PhysX Lab by NVIDIADeveloper

Destructible environments via PhysX SDK. Authoring process using APEX Destruction Module and PhysX Lab tool. From GDC 2010.

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Written by Zogrim

March 20th, 2010 at 12:05 pm

Posted in WeeklyTube

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Advanced PhysX in Metro 2033

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Metro 2033 was looking as highly considerable title – post-apocalyptic setting, intense focus on atmosphere and storyline, state-of-the-art graphics engine with DX 11 support, and of course, solid implementation of PhysX SDK based physics.

And after finishing it we can say – Metro 2033 is pretty good game for sure. But following the direction of our site, will leave other game aspects to reviewers and focuse on in-game physics implementation, and “Advanced PhysX” mode particularly.

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Written by Zogrim

March 20th, 2010 at 1:04 am

Posted in PhysX Games

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Metro 2033: tech-interview by PC Games Hardware

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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 well as a support for Nvidia’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?

Oles Shishkovstov: Yes, the physics is tightly integrated into game-play. And your example applies as well.

PCGH: Besides PhysX support why did you decide to use Nvidia’s physics middleware instead of other physics libraries like Havok or ODE? What makes Nvidia’s SDK so suitable for your title?

Oles Shishkovstov: We’ve chosen the SDK back when it was Novodex SDK (that’s even before they became AGEIA). It was high performance and feature reach solution. Some of the reasons why we did this – 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.

PCGH: 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 “physics calculator”?

Oles Shishkovstov: 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.

As for Metro2033 – 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 (multiple CPU cores or GPU). Users will be able to enable more compute-intensive stuff via in-game option regardless of what hardware they have.

Pay attention to last paragraph – Metro 2033 will feature true multi-core implementation of GPU PhysX content – feature that most PhysX titles are lacking currently ? We are curious to see if this will really work, and since game has already gone gold, we’ll learn that very soon.

Written by Zogrim

March 9th, 2010 at 1:35 pm

Metro 2033: system requirements

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PC specs for highly anticipated Metro 2033 shooter were revealed today. Optimal requirements are looking just terrifying.

Minimum System Requirements:

- Dual core CPU (any Core 2 Duo or better will do)
- DirectX 9, Shader Model 3 compliant graphics cards (GeForce 8800, GeForce GT220 and above)
- 1GB RAM

Recommended System Requirements:

- Any Quad Core or 3.0+ GHz Dual Core CPU
- DirectX 10 compliant graphics card (GeForce GTX 260 and above)
- 2GB RAM

Optimal System Requirements:

- Core i7 CPU
- NVIDIA DirectX 11 compliant graphics card (GeForce GTX 480 and 470)
- As much RAM as possible (8GB+)
- Fast HDD or SSD

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Written by Zogrim

February 25th, 2010 at 4:58 pm

Posted in PhysX Games

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Metro 2033: 4A Engine specifications

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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 “one of the most advanced engines on the planet”.

You can read full specs here, and we’ll quote only part related to engine physics system:

Physics System
Powered by nVidia PhysX technology, can utilise multiple CPU cores, AGEIA PhysX hardware, or nVidia GPU hardware.

* Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound, physically driven animations
* Rigid body and multi-jointed constructions. Breakable fences, walls , sheds and other objects. Thousands of different physical entities simulated per frame.
* Cloth simulation, water physics (including cross-interactions)
* Destruction and fracturing, physically based puzzles
* Soft body physics on selected special game entities
* On hardware-accelerated PhysX platforms engine implements full physically correct behaviour of particles such as smoke, debris, etc.

For dessert – Metrospective, interview with 4A Games chief technical officer Oles Shishkovtsov about game engine optimizations and platform specific features.

Metro 2033 is coming out March 16 on PC and Xbox 360, PC version will include 3D Vision, DX 11 and GPU PhysX support.

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Written by Zogrim

February 20th, 2010 at 3:44 pm

Metro 2033: Story, Combat and Tech interview

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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.

[not available]

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

[not available]

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.

Written by Zogrim

February 11th, 2010 at 12:31 pm

Posted in PhysX Games

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WeeklyTube Issue 23: PhysX video overview

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Metro 2033 – Fear The Future by GordonFreeMANness

Latest trailer from Metro 2033 – title with extensive PhysX support.

Fluid simulation using PhysX implementation of SPH by eyroo

Liquid simulation with 18 000 particles, based on SPH PhysX fluids and OGRE engine.

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Written by Zogrim

February 6th, 2010 at 1:16 pm

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