Archive for the ‘PhysX’ tag
At Game Developer Conference 2016 (GDC), NVIDIA has announced the GameWorks 3.1 development kit, which introduces several new physics simulation solutions – PhysX GRB and NVIDIA Flow. Let’s take a look at them more closely:
PhysX GRB is the new GPU accelerated Rigid Body simulation pipeline. It is based on heavily modified branch of PhysX SDK 3.4, but has all the features of the standard SDK and almost identical API. PhysX GRB is currently utilizing CUDA and requires NVIDIA card for GPU acceleration.
Unlike previous implementations, PhysX GRB is featuring hybrid CPU/GPU rigid body solver, and the simulation can be executed either on CPU or GPU with almost no difference in behavior, supported object types or features (GPU articulations are not implemented yet, however).
GRB provides GPU accelerated broad phase, contact generation, constraint solver and body/shape management. In addition, it introduces new implementations of island management and pair management that have been optimized to tolerate the order of magnitude more complex scenes that can be simulated on GPU compared to CPU. New mechanisms to parallelize event notification callbacks and a new feature to lazily update scene query asynchronously are also provided.
Recent 1.3 Beta update (availabe through Steam on PC) for Fallout 4, among various bug fixes, adds several new graphics features – HBAO+ ambient occlusion and, suprisingly, physically simulated debris effects from bullet impacts, exclusive to NVIDIA GPUs.
Pieere Terdiman has announced the release of Physics Engine Evaluation Lab or PEEL – a handy tool (previously only used internally by PhysX team), that can be utilized to test performance, identify bottlenecks and determine simulation bugs of a physics engine in a number of specific use cases, thus providing a basis for further optimization and improvements.
Update: PEEL source code is now available on GitHub
PEEL 1.0 release is available for free with source code included, and features a default integration of various physics engines (Newton 3.13/3.9, Bullet 2.79/2.81/2.82, PhysX 2.8.4, a number of PhysX 3.x releases, even an early PhysX 3.4 branch) and collision libraries (OpCode 1/2).
After the latter update, PC version of the Assassin’s Creed IV: Black Flag (AC IV) has became the first Ubisoft’s game that implements GPU accelerated PhysX effects.
In the Black Flag, GPU PhysX support was shaped into volumetric particle effects (“PhysX Particles“), implemented through the APEX Turbulence module.
Bearing in mind that Assassin’s Creed series is already using competitive physics solution, Havok Physics engine, it was certanly an interesting technical task.
Semen Kovalev, Producer of Assassin’s Creed IV for PC at Ubisoft Kiev, was kind enough to share company’s experience on the PhysX integration process.
PhysXInfo.com: What kind of GPU accelerated physics effects can be found in Assassin’s Creed IV: Black Flag?
Semen Kovalev: In Assassin’s Creed IV: Black Flag, our development team decided to focus on adding physical smoke effects to the game. The smoke effects are present in a variety of forms such as smoke from flintlock pistol or musket shots, smoke bombs.
During the SOE Live 2013, Sony Online Entertainment has presented its next MMORPG title in the EverQuest series – EverQuest Next.
The game will be based on modified Forgelight engine, the one that powers PlanetSide 2, and will offer players an outstanding amount of creative possibilities (and destructive ones), thanks to the voxel-based terrain technology.
Recent IGN Commentary video has revealed that PC version of “The Bureau: XCOM Declassified“, third-person shooter with tactical elements from 2K Games, will feature, among other improvements, the support for GPU accelerated PhysX effects.
Update: GPU PhysX effects trailer
As one can notice (at 1:30), the Advanced Graphics options menu of The Bureau includes “PhysX Particles” and “PhysX Cloth” settings, that can be switched On and Off separately.
According to information we have recieved so far, The Bureau: XCOM Declassified will be based on PhysX SDK 2.8.4 and Unreal Engine 3, and will feature not only particle (mesh debris) and cloth effects, but also use APEX Turbulence module.
More interesting news are coming from NVIDIA Press Event (Editor’s Day), which was held recently at E3 2013.
It is now confirmed that Batman: Arkahm Origins, third game in the award-winning Batman Saga, will support GPU accelerated PhysX effects.
As the PhysX SDK and APEX integration was announced for The Witcher 3: Wild Hunt, new RPG title from CD Project Red, the only question was bothering us – will the game actually include hardware accelerated PhysX effects?
Finally, the following photo from the NVIDIA Editor’s Day presentation at E3, revealed recently by Igor Stanek, Head of NVIDIA EMEAI Tegra PR, is putting an end to the debate – The Witcher 3 will officially support GPU PhysX, along with other enhancements.
So far, we do not have any detailed information about PhysX SDK (we only assume that PhysX 3 will be used) integration or level GPU PhysX effects.
We can only say that “Fur and Hair”, mentioned in the slide, are related to actual physically simulated hair and fur technology (APEX Hair & Fur), presented previously.
Metro: Last Light, a post-apocalyptic first person shooter with survival horror elements, is joining the family of PhysX enabled titles by offering a support for GPU accelerated physics effects.
Update #2: Metro: Last Light – GPU PhysX Profile
First game in the series – Metro 2033 – was also featuring a GPU PhysX content, however, it was limited to basic particle effects.
Was the Last Light able to improve the results of its predecessor? Let’s find out.
More or less detailed information on GPU PhysX support level in the upcoming Metro: Last Light title was revealed today in the “Metro: Last Light Graphics Breakdown & Performance Guide” article by NVIDIA.
Update: GPU PhysX in Metro: Last Light
Similar to the previous Metro 2033 game, Last Light features two levels of PhysX integration – standart, CPU based physics calculations like rigid body physics and ragdolls, working on all platforms from PC to consoles, and extra, so called “Advanced PhysX” effects, designed to be accelerated on the GPU.
According to the article, advanced physics effects will include:
- Physically simulated particles such as impact debris, sparks, extra chunks from destructible objects and other types of environmental particles.
- SPH based smoke and fog simulation, that reacts to players movements and actions. With the advanced physics disabled, players will see only pre-backed non-interactive animation instead of real-time simulation.
- Interactive cloth objects, such as banners, flags and drapes. Yet again, without advanced PhysX option enabled, most cloth will remain pre-animated or static.
- Dynamic forcefields, such as shockwaves from grenade explosions, that will affect all types of the PhysX effects decribed above, for example, repell all nearby particles and rigid bodies upon detonation.
Looks solid and it seems that PhysX effects in Last Light will end up being more vibrant and diverse than in previous Metro title.
As always, you can expect full PhysX review here on PhysXInfo.com short after Metro: Last Light release, which will happen this week.