Archive for the ‘PhysX’ tag
PhysX 2011: Year in Review
It is time to summarize what PhysX Technology has achieved in year 2011, recall the most memorable events and releases.
. GAMES
GPU physics acceleration still can not gain enough momentum – only two games with support for GPU PhysX effects were released this year, this is the lowest result since Ageia was aquired.

One may call this an agony, but NVIDIA has told us that it was “conscious decision” – time was taken to develop and improve underlaying technology (PhysX SDK, APEX, DCC tools), thus sacrificing ability to create content and integrate it into many games.
It was promised that we will see “more GPU PhysX games next year than you did this year” and even “a lot more in 2013″.
Meanwhile, both GPU PhysX titles released this year were pretty interesting by themselves:
- Batman: Arkham City, one of the best games with hardware PhysX support.
- Alice: Madness Returns, which is a decent game too and is certanly worth more than two Darkest of Days.
PhysX SDK as physics engine is still widely adopted by developers – over 45 PC console and games were released this year, according to our database.
Comparison PhysX screenshots for Batman: Arkham City
We have added a set of comparison PhysX screenshots for Batman: Arkham City, which in pair with previously released comparison video are completing our GPU PhysX Profile for this title.
You can view comparison screenhots, video and additional info at Batman: Arkham City – GPU PhysX Profile page .
GPU PhysX in Batman: Arkham City
Batman: Arkham City, sequel to award winning Arkham Asylum title and second GPU PhysX game this year, has finally hit the shelves worldwide.
Update: Batman: Arkham City – GPU PhysX Profile
As usually, we are proud to present you our PhysX review and comparison video, showcasing extra physical effects that can be found in PC version of the game.
Can't view the video ? Watch alternative variant on Vimeo
Some technical details, like difference between PhysX settings, were already revealed in our preview article, so let’s give a score to different aspects of GPU PhysX implementation and compare them to previous Batman: Arkham Asulum title:
| QUALITY | 8/10 |
All effects are done accurately, with diligence – you will not see jerky or buggy behaviour (within physics engine limitations, of course), art is fine, almost everything is configured correctly. However, some particle effects could be done better – for example, it is not appealing to see when glass shards are jumping all over the place like they were made out of rubber.
| AMOUNT | 9/10 |
PhysX effects are scattered all over the game and accumulated in a places you will visit during main storyline (for example, you won’t see dynamic paper sheets on a random street).
Overall amount of extra physics content is similar to Arkham Asylum, but the components differ: you won’t see many “environmental” cloth objects, like all those banners and flags that can be teared appart with batarang, but in return APEX Clothing module is used extensively to simulate dynamic clothing on characters, including hoodies and coats on thugs, pants on russian twin-clowns, costume of Bruce Wayne, etc.
SPH smoke, steam and fog are rare in this game, but other particles (physical debris, shards, splinters, sparks) can be encountered much more frequently. All boss battles are enhanced with unique particle effects, for example.
As a good tradition, there is psychedelic level with lots of GPU Rigid Bodies. Looks gorgeous, actually, without PhysX effects this scene feels not nearly as vivid and spectacular.
What to expect from GPU PhysX in Batman: Arkham City ?
Batman: Arkham City tests the patience of PC gamers with several release delays, but will try to wheedle them with DX 11 Graphics and PhysX Technology.
Update: GPU PhysX in Batman: Arkham City - review and comparison video.
Recent comparison trailer gave us a glimpse of extra physics effects, and now we want to provide you with some additional details on what to expect from GPU PhysX content. In addition, new comparison PhysX video was released as well.
As usually, it will be possible to adjust level of in-game physics via “Hardware Accelerated PhysX” option in game’s launcher. There will be three settings:
PhysX Off: all GPU accelerated effects are disabled, only standart CPU physics (like ragdolls) is used.
PhysX Normal: enables additional particles effects (debris, volumetric smoke and steam, etc) and destructible environments.
PhysX High: includes all effects enabled withing “Normal” settings as well as realtime cloth and clothing simulation.
Exclusive: NVIDIA talks present and future of PhysX Technology
Almost four years has passed since NVIDIA aquired Ageia and presented their version of hardware accelerated PhysX Technology. However, anyone who is watching GPU PhysX progress closely can say, that so far it has not shown any significant advancement – but is the fight already lost or is it just taking time to harness up, but will ride fast?
We got a chance to chat with Tony Tamasi, Senior Vice President of Content & Technology in NVIDIA, Ashu Rege, Vice President of Content & Technology, and Rev Lebaredian, Director of Engineering, to clear up these questions, and recieve some insider information on future development plans for PhysX SDK and NVIDIA APEX toolset.
PhysXInfo.com: 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?
Tony Tamasi: 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.
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.

Alice: Madness Returns - most recent GPU PhysX title
Rev Lebaredian: 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.
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.
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.
This slowdown has not been because of any problems. It is something that we have decided to do.
PhysX Comparison Trailer for Batman: Arkham City
First trailer, showcasing supplementary GPU PhysX content for upcoming Batman: Arkham City title in comparison to normal “console” physics layer, was revealed today.
Update: PhysX in Batman: Arkham City article at GeForce.com
Some effects, like SPH smoke, cloth banners and “dynamic” paper, are familiar for us from previous Batman game, others, like intense particle effects, are promising new experience and immersion.
Slightly delayed PC version of Batman: Arkham City is set to be released at November 18, 2011.
More details about PhysX support in Batman: Arkham City
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’s overview disclosed facts briefly:
- Batman Arkham City won’t use PhysX 3, but PhysX SDK 2.8.4 instead.
- GPU PhysX content will be able to run on CPU, but with significant performance drop (typical GPU exclusive content type, we presume).
- APEX Destruction (destructible objects and walls) and APEX Clothing (clothing simulation on characters, dynamic paper and leaves) modules will be utilized.
Since APEX Particles module was not mentioned, it seems that GPU accelerated particles (smoke, debris) will be based on default PhysXParticleSystem implementation (like in Alice: Madness Returns).
Metro: Last Light is going to support GPU PhysX ?
Metro: Last Light is a sequel to Metro 2033 – highly acclaimed survival-horror shooter, released in March 2010. In addition to decent atmospheric story and great visuals, Metro 2033 was also supporting GPU PhysX.

Recent video interview with Huw Beynon, Communications Lead at THQ, reveals some details about PhysX effects (with emphasis on X) in new Metro: Last Light (starting 6:16).
“Huge amount of particle effects“, cloth physics and destructible environments were mentioned. According to our other sources, namely GPU PhysX support (since CPU PhysX will be used in any case) in this title is highly plausible.
Lets hope that this time hardware PhysX content will be not that subtle, as in in previous game. Metro: Last Light is planned to be released in 2012.
GPU PhysX in Alice: Madness Returns
Alice: Madness Returns, highly anticipated sequel to original American McGee’s Alice, and first game with GPU PhysX support for this year. As always, we have prepared comparison PhysX video – for your viewing pleasure.
Update: PhysX benchmarks roundup
Update #2: Comparison PhysX screenshots available
GPU PhysX content in Alice: Madness Return can be characterized as “Particle Madness“. In a good way – this game contains probably most rich and diverse physically simulated particle effects, of all games with hardware PhysX support. From habitual and universal debris, chunks, smoke and dust (emitted either by player’s weapons or enemies) to environmental particles (dynamic leaves, ash, bubles, etc) and place-specific effects.
Physical simulation of goopy oil-like substance, that is spawned when black “Ruin” beings are damaged or killed, requires a special notice. During intence fights, up to 10 000 SPH fluid particles, which are colliding with level geometry and reacting to player’s movement, can be processed simultaneously.
Alice: Madness Returns will feature GPU PhysX effects
In a recent promo video for upcoming GTX 560 GPU, NVIDIA has spoiled next game with support of GPU accelerated PhysX effects – Alice: Madness Returns, sequel to American McGee’s visionary classic “Alice” title.
UPDATE: Comparison GPU PhysX video
Starting at 1:34, comparison PhysX sequences are showcased. According to the video, GPU PhysX content in Alice will include (following list may be not full) destructible environments..

..volumetric fluid effects (for example, oil-like fluid from damaged enemies)..














