PHYSX NEWS PHYSX SDK
PROJECTS TABLE
GPU PHYSX
GAMES INFO
PHYSX
ARTICLES
PHYSX WIKI FORUM
РУССКИЙ ENGLISH


:: Back to news index ::

Archive for the ‘PhysX 3’ tag

PhysX SDK 3.3 Closed Beta Testing begins

with 4 comments

PhysX SDK 3.x, topped by latest ’stable’ SDK 3.2.4 release, represents in many ways better and now, after three releases, relatively mature alternative to a prooven PhysX SDK 2.8.x branch.

Update: PhysX SDK 3.3 Beta is available for public

Recently, the PhysX SDK team began to offer a preview of the upcoming version, PhysX SDK 3.3, to advanced PhysX users — professional developers, who have the time and experience to try out the latest offering, test it and provide feedback to the PhysX SDK team.

If that describes you or your team, do not hesitate to contact PhysXlicensing@nvidia.com and use the words ‘beta-3.3 request’ in the subject line to apply for the SDK 3.3 Closed Beta Testing.

PhysX SDK 3.3 – Feature Highlights

Performance and stability optimizations for rigid body solver

Rigid body collision performance was improved up to 15-20% in comparison to SDK 3.2, while memory footprint was reduced.

Please note that we expect more performance improvements in final release

Read the rest of this entry »

Written by Zogrim

May 3rd, 2013 at 12:28 am

Posted in PhysX SDK

Tagged with , ,

Minor PhysX SDK 3.2.4 release is available

without comments

NVIDIA has revealed new bug-fixing release of the PhysX SDK 3.xPhysX SDK 3.2.4

Update: PhysX SDK 3.3 Closed Beta Testing begins

Update: PhysX SDK 3.2.5 available

nvidia-physx

PhysX SDK 3.2.4 – Release Notes

  • General
    • Fixed a bug which caused actors to return wrong world bounds if the bounds minimum was above 10000 on any axis.
    • Reporting allocation names can now be enabled or disabled (see PxFoundation::setReportAllocationNames). When enabled, some platforms allocate memory through ‘malloc’.
    • eEXCEPTION_ON_STARTUP is removed from PxErrorCode and it is no longer needed.
    • Added boilerplate.txt to the Tools folder. SpuShaderDump.exe and clang.exe require it.
    • PxWindowsDelayLoadHook.h has been moved from Include/foundation/windows to Include/common/windows.
    • PxScene::saveToDesc now reports the bounceThresholdVelocity value.
    • Fixed a bug in PxDefaultSimulationFilterShader: the value of the second filter constant in the collision filtering equation was ignored and instead the value of the first filter constant was used.
    • Fixed a crash bug in PCM collision.
  • Rigid Bodies
    • Forces applied to bodies (with PxRigidBody::addForce) that go to sleep in the subsequent update now have their applied forces cleared when the body is set to sleep to avoid them being applied in a later update when the body is once more awake. This bug broke the rule that forces applied with PxRigidBody::addForce do not persist beyond the next scene update.

Read the rest of this entry »

Written by Zogrim

April 26th, 2013 at 12:22 pm

Posted in PhysX SDK

Tagged with , ,

GPU PhysX is now officially enabled in PlanetSide 2

with one comment

Very similar to Hawken, GPU PhysX support in another free-2-play MMO title, PlanetSide 2, has a multi-staged history – basic integration in Closed Beta, unfulfilled promises after the release, unofficial way to enable the effects later on.

Update: official PhysX trailer by NVIDIA

And now, finally, we are glad to inform you that GPU Physics option can now be officially enabled in PlanetSide 2.

PlanetSide 2 is build on a brand new ForgeLight engine from SOE, which features a two layers of PhysX and APEX integrations – a basic CPU physics layer, based on PhysX SDK 3.2, which power all the collision and hit detection, character controllers and vehicle physics, and also an extra GPU accelerated physics effects layer, which is working working on APEX Particles and APEX Turbulence modules.

GPU PhysX effects, present in PlanetSide 2, can be devided into two categories – various types of impact debris effects (sparks, rock pieces, metal chards, wood splinters, etc) and Turbulence particles, applied to objects such as jump-pads, grav-elevators, healing grenades, teleporters and so on.

All the effects are done really well, from both artistical and technical standpoint, and also present a dramatic enhancement to the visual look of the game. PlanetSide 2 is a must-play, or at least must-see, for every user interested in PhysX Technology.

Head on over to the PlanetSide 2.com to enlist, and if you are interested in technical details behind PhysX effects, don’t forget to check “Maximizing PhysX-based particle effects in Planetside 2” article on NVIDIA Developer Zone.

Written by Zogrim

March 20th, 2013 at 11:17 pm

PhysX SDK was updated to version 3.2.3

with 3 comments

NVIDIA has released yet another set of bug-fixes for PhysX SDK 3.x

Update: PhysX SDK 3.2.4 is available

nvidia-physx

PhysX SDK 3.2.3 – Release Notes

  • General
    • Quaternions passed through the API are now considered valid if their magnitude is between 0.99 and 1.01.
    • Fixed crash when running out of memory on creation of a triangle mesh.
    • For applications using floating point exceptions, the SDK will now mask or avoid exceptions arising from invalid floating point operations (inexact and underflow exceptions may still be generated).
    • Fixed a bug with recursive use of the PxScene read/write lock.
    • Fixed a shutdown bug with very short lived threads on Linux platforms.
    • PhysX version number in error messages now printed in hex for easier reading.
  • Broad Phase
    • Fixed a broad phase crash bug that occurred when deleting shapes with bounds very far from the origin.

Read the rest of this entry »

Written by Zogrim

January 23rd, 2013 at 1:41 am

Posted in PhysX SDK

Tagged with , ,

Catzilla: a new cross-API benchmark

without comments

A Beta version of the Catzilla benchmark, developed by Plastic Demo in collaboration with Polish post production company, Platige, is now available for download.

Catzilla is a cross-API (OpenGL 4.0 and DirectX 9/11) benchmark designed the Windows platform, and is also featuring a parallel graphics engine that can take advantage of multi-core CPUs.

Benchmark consists of the main demoscene-style dubstep-heavy giant cat fight scene, which stresses both CPU and GPU, and a set of smaller benchmarks – CPU rigid body physics, GPU smoke simulation, fur rendering, etc.

As interesting note, Catzilla uses PhysX SDK 3.2 as physics engine, however, it is running purely on CPU (as confirmed by one of the developers).

Read the rest of this entry »

Written by Zogrim

December 21st, 2012 at 9:33 am

PlanetSide 2 Closed Beta: PhysX Effects Preview

with 5 comments

PlanetSide 2 is an MMO first-person shooter under development by Sony Online Entertainment and, along with Hawken, another title with GPU PhysX support arriving this year.

Update: initial release of PlanetSide 2 won’t have any of the GPU PhysX effects, they will be added later, in one of the patches.

Update #2: GPU PhysX is now officially enabled in PlanetSide 2

Recent beta patch has added preliminary PhysX content to the game and we decided to give it an inspection.

PlanetSide 2 is the first major game title to utilize PhysX SDK 3.x (SDK 3.2 specifically). PhysX integration is powering almost every physics calculation in the game – collision and hit detection, character controller, aerial and land vehicle physics and so on. As interesting note, PlanetSide is also using upcoming APEX Dynamic Systems module for vehicle modelling.

GPU accelerated content is driven by APEX Particles and APEX Turbulence modules, supplemented by several other tools like APEX ForceField module. Latest APEX version 1.2 is utilized.

Read the rest of this entry »

Written by Zogrim

November 16th, 2012 at 3:03 am

PhysX SDK 3.2.2 is available

with 8 comments

New version of PhysX SDK 3.x is now available. Despite of minor revision number, 3.2.2 release contains massive amount of bug-fixes and new features.

Update: PhysX SDK 3.2.3 is available

nvidia-physx

PhysX SDK 3.2.2 – Release Notes

  • General
    • Added Microsoft Windows RT (formerly known as Windows on ARM) support.
    • Suspended Sony Playstation Vita support.
    • Enabled Win64 DEBUG build to use SIMD enabled code path.
    • PxScene now exposes methods to make multithreaded sharing of scenes easier, see PxSceneFlags::eREQUIRE_RW_LOCK for details.
    • The bounce threshold velocity can be set at run-time with PxScene::setBounceThresholdVelocity. Likewise, it can be queried with PxScene::getBounceThresholdVelocity.
    • PxGeometryQuery::mtd() has been added, to compute the Minimum Translational Distance between geometry objects.
    • Fixed bug in quaternion to axis/angle routine which failed on negative w values.
    • Fixed crash when using ConvX on a PxCollection with external references.
    • Fixed a spurious overlapping read/write error report when using simulation call backs in checked builds.
    • Fixed return value of Ps::atomicExchange for POSIX based platforms: Linux, Android, IOS and OSX.
  • Broad Phase
    • Fixed a broad phase crash bug.

Read the rest of this entry »

Written by Zogrim

October 30th, 2012 at 10:56 am

Posted in PhysX SDK

Tagged with , ,

The Evolution of PhysX System Software

with 3 comments

Almost any user, who played games utilizing PhysX SDK physics engine (either with GPU acceleration support or software only), must be familiar with PhysX System Software (PSS, also known as PhysX Driver) – special package that includes core DLL libraries for physics engine to operate correctly and some firmware components, and is required for installation regardless of whether you have NVIDIA GPU or not.

This is how it works: PhysX Loader, located in game’s directory, loads corresponding core DLLs of PhysX engine from PSS installation folder. GPU acceleration DLLs (PhysX and CUDA Device Managers) are acquired from PSS distribution, if required. Supplementary libraries (like Character Controller DLL), in comparison, can be stored in local folder.

Note: one must have noticed that many older games store core engine libs locally, but still require a PSS installation.

For the most part, pre-2.8.4 PhysXCore.dll files in game directories are the result of special requirements of certain engines (like UE3) or installers that include unneeded DLLs.

PhysX System Software installation requirement was firstly introduced by Ageia in 2006, and obviously such approach has its own advantages and disadvantages.

Read the rest of this entry »

Written by Zogrim

October 7th, 2012 at 4:08 am

Updated PhysX plug-ins with full APEX 1.2 support have arrived

with 3 comments

New DCC PhysX plug-ins for 3ds Max (2.86.00806) and Maya (2.86.00820) are finishing the line of updated content creation tools, accompanying the APEX 1.2 release.

Update: 2.87 PhysX plug-in are released

One of the most import features of this new plug-ins is the introduction of the authoring pipeline for new PhysX 3 clothing solver (more details in our APEX 1.2 overview and this SIGGRAPH presentation), however, other improvements are present as well.

2.86.00806 PhysX plug-in for 3ds Max: Release Notes

3ds max plug-in is supporting both new embedded clothing solver (PhysX 3.x) and old 2.8.4 cloth – one can switch between the two using [PhysX Tools] > [Engine] > [Use PhysX engine] option.

Although basic principles of clothing authoring between two solvers are the same (painting cloth constraints and attributes, setting ragdoll skeleton, etc), lesser details and settings are quite different.

We are expecting updated tutorials on PhysX 3 clothing authoring process to be revealed soon.

Read the rest of this entry »

Written by Zogrim

August 7th, 2012 at 3:25 am

Posted in PhysX Tools

Tagged with , , , , ,

Welcome NVIDIA APEX 1.2: first APEX with PhysX 3 support

with 7 comments

New release of NVIDIA APEX framework is now available for public download.

Update: APEX SDK 1.2.1 is released

Update #2: APEX SDK 1.3 is available

This release includes several major features, like PhysX SDK 3 support and new modules – APEX Turbulence and APEX ForceField.

Please note that APEX 1.2 requires corresponding authoring tools – PhysXLab 1.2 and 2.8 DCC plug-ins.

While PhysX Registered Developer Program website is still getting back on track, NVIDIA APEX SDK 1.2 can be downloaded through Developer Support Center.

If you are experiencing troubles with registration, please refer to our updated guide.

Feature Highlights

Although APEX 1.2 is the first APEX release to feature PhysX 3 support (SDK 3.2 specifically), standalone variant, compatible with SDK 2.8.4, is also available for developers who haven’t upgraded their physics integration to a new engine, but still want to take advantage of the new capabilities of APEX 1.2.

Addition of SDK 3.2 support is distinctive feature of this release, which not only allows developers utilizing the PhysX 3 engine to implement APEX in their games, but also brings all the advancements present in 3.x branch of PhysX SDK.

However, currently there is feature parity for core APEX functionality between the 2.8.4 and 3.2 ports, for most part.

Updated APEX SDK 1.2.1, which will add several missing features, like GPU Rigid Bodies support for 3.x branch, will be available shortly.

Read the rest of this entry »

Written by Zogrim

August 7th, 2012 at 12:44 am

Copyright © 2009-2014. PhysXInfo.com | About PhysXInfo.com project | Privacy Policy
PhysX is trademark of NVIDIA Corporation