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	<title>PhysXInfo.com - PhysX News &#187; PhysX</title>
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		<title>Mech shooter Hawken will feature GPU PhysX support</title>
		<link>http://physxinfo.com/news/8293/mech-shooter-hawken-will-feature-gpu-physx-support/</link>
		<comments>http://physxinfo.com/news/8293/mech-shooter-hawken-will-feature-gpu-physx-support/#comments</comments>
		<pubDate>Sun, 29 Apr 2012 18:52:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Hawken]]></category>
		<category><![CDATA[PhysX]]></category>

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Hawken is a promising online mech-based combat game, under development by indie company Adhesive Games. This upcoming title has already garnered enough fans among players, thanks to excellent level design and gorgeous visuals.

Recently, Hawken trailer, featuring additional physically simulated particle effects, was demonstrated during Jen-Hsun Huang Keynote at NVIDIA Gaming Festival (NGF 2012).
Later on, PhysX [...]]]></description>
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<p style="text-align: justify;"><a href="http://www.playhawken.com/">Hawken</a> is a promising online mech-based combat game, under development by indie company Adhesive Games. This upcoming title has already garnered enough fans among players, thanks to excellent level design and gorgeous visuals.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken1.jpg" rel="shadowbox[post-8293];player=img;" title="hawken1_sm"><img class="aligncenter size-full wp-image-8298" title="hawken1_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken1_sm.jpg" alt="" width="550" height="250" /></a></p>
<p style="text-align: justify;">Recently, Hawken trailer, featuring additional physically simulated particle effects, was demonstrated during Jen-Hsun Huang Keynote at <a href="http://www.geforce.com/whats-new/articles/watch-live-streaming/" target="_blank">NVIDIA Gaming Festival</a> (NGF 2012).</p>
<p style="text-align: justify;">Later on, PhysX support <a href="https://twitter.com/#!/digitalHUGHES/status/196654881552089088" target="_blank">was confirmed</a> by <span style="text-decoration: underline;">Jason Hughes</span>, producer at Adhesive Games.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-8294" title="hawken_physx" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken_physx.png" alt="" width="514" height="68" /></p>
<p><span id="more-8293"></span></p>
<p style="text-align: justify;">According to our sources, game will not only include PhysX <span style="text-decoration: underline;">particle effects</span>, but also have <span style="text-decoration: underline;">destructible environments</span>.</p>
<p style="text-align: justify;"><strong>Update:</strong> several screenshots were captured by <a href="http://game.watch.impress.co.jp/" target="_blank">Game Watch</a> website.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken2.jpg" rel="shadowbox[post-8293];player=img;" title="hawken2_sm"><img class="size-full wp-image-8310 alignnone" title="hawken2_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken2_sm.jpg" alt="" width="300" height="160" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken3.jpg" rel="shadowbox[post-8293];player=img;" title="hawken3_sm"><img class="size-full wp-image-8312 alignnone" title="hawken3_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken3_sm.jpg" alt="" width="300" height="160" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken4.jpg" rel="shadowbox[post-8293];player=img;" title="hawken4_sm"><img class="alignnone size-full wp-image-8316" title="hawken4_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken4_sm.jpg" alt="" width="300" height="159" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken5.jpg" rel="shadowbox[post-8293];player=img;" title="hawken5_sm"><img class="alignnone size-full wp-image-8318" title="hawken5_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/04/hawken5_sm.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: justify;"><strong>Hawken</strong> is slated to be released at 12.12.2012.</p>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>GPU PhysX trailer for Borderlands 2 was caught on camera</title>
		<link>http://physxinfo.com/news/8052/gpu-physx-trailer-for-borderlands-2-was-caught-on-camera/</link>
		<comments>http://physxinfo.com/news/8052/gpu-physx-trailer-for-borderlands-2-was-caught-on-camera/#comments</comments>
		<pubDate>Thu, 29 Mar 2012 18:40:36 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Video]]></category>

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Following trailer, showcasing hardware accelerated PhysX effects in upcoming Borderlands 2 title from Gearbox Software, was recorded on camera by one of the participants of Nvidia GeForce GTX Meet-Up event, which was held in San Francisco on March 28.
Update: alternative version

Now you can see all previosly mentioned effects &#8211; physical particles, tearable cloth and dynamic [...]]]></description>
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<p style="text-align: justify;">Following trailer, showcasing hardware accelerated PhysX effects in upcoming <strong>Borderlands 2</strong> title from <strong>Gearbox Software</strong>, was recorded on camera by one of the participants of <a href="http://www.geforce.com/whats-new/articles/do-not-delay-enter-the-nvidia-geforce-gtx-community-meet-up-contest-today/" target="_blank">Nvidia GeForce GTX Meet-Up</a> event, which was held in San Francisco on March 28.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://www.youtube.com/watch?v=LJPmY13Jmr8" target="_blank">alternative version</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/iiHlHSawSug?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/iiHlHSawSug?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Now you can see all <a href="http://physxinfo.com/news/7865/borderlands-2-will-be-enhanced-with-gpu-physx-effects/">previosly mentioned</a> effects &#8211; physical particles, tearable cloth and dynamic fluids &#8211; in action.</p>
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		<slash:comments>5</slash:comments>
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		<title>EvE Online may be further enhanced with DX11 and PhysX</title>
		<link>http://physxinfo.com/news/8008/eve-online-may-be-further-enhanced-with-dx11-and-physx/</link>
		<comments>http://physxinfo.com/news/8008/eve-online-may-be-further-enhanced-with-dx11-and-physx/#comments</comments>
		<pubDate>Sat, 24 Mar 2012 17:20:39 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[DX11]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[PhysX]]></category>

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Some interesting technology prototypes, that might greathly enhance Eve Online visual look in the future, were demonstrated today during &#8220;CCP Presents&#8221; keynote at Fanfest 2012 event by Tony Tamassi, Senior Vice President of Content &#38; Technology in NVIDIA.
Update: video available
Update #2: devblog from CCP &#38; article from NVIDIA
First one &#8211; DX 11 support and tesselation. [...]]]></description>
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<p style="text-align: justify;">Some interesting technology prototypes, that might greathly enhance <a href="http://www.eveonline.com/" target="_blank">Eve Online</a> visual look in the future, were demonstrated today during &#8220;CCP Presents&#8221; keynote at <strong>Fanfest 2012</strong> event by <span style="text-decoration: underline;">Tony Tamassi</span>, Senior Vice President of Content &amp; Technology in NVIDIA.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://www.youtube.com/watch?v=yNxb_nOKcxs" target="_blank">video available</a></p>
<p style="text-align: justify;"><strong>Update #2:</strong> <a href="http://community.eveonline.com/devblog.asp?a=blog&amp;nbid=28530" target="_blank">devblog</a> from CCP &amp; <a href="http://www.geforce.com/whats-new/articles/eve-online-physx-and-directx-11-tessellation-effects-demonstrated/" target="_blank">article</a> from NVIDIA</p>
<p style="text-align: justify;">First one &#8211; <strong>DX 11 support</strong> and <strong>tesselation</strong>. In a real-time demo scene (running on a GTX 560, btw &#8211; &#8220;most commonly used card in EvE&#8221; as Tony stated), <span style="text-decoration: underline;">tesselation</span> was used to enhance relatively simple model of <span style="text-decoration: underline;">Revenant</span> Sansha Carrier with incredible number of smaller details (all the spurs, cables and stuff &#8211; being real geometry, not plain normal maps), all properly lightened and casting real shadows.</p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2012/03/eve_dx11_physx.jpg" rel="shadowbox[post-8008];player=img;" title="eve_dx11_physx_sm"><img class="aligncenter size-full wp-image-8010" title="eve_dx11_physx_sm" src="http://physxinfo.com/news/wp-content/uploads/2012/03/eve_dx11_physx_sm.jpg" alt="" width="550" height="289" /></a></p>
<p style="text-align: justify;">Second &#8211; additionally <strong>physically simulated objects</strong> in the space. In the same demo, while fairing through massive asteroid field, carrier was colliding with smaller asteroids and debris, flying all other the field, crashing and fracturing them upon impact. All simulation was done through <strong>PhysX SDK</strong>.</p>
<p style="text-align: justify;"><tt>We remind you that currently PhysX/APEX is already used to sumulate clothing and hair on characters in EvE Online.</tt></p>
<p style="text-align: justify;">And finally, innovative offer was presented &#8211; capsuleers will have an option to <strong>buy NVIDIA GPUs</strong>.. for <strong>PLEX</strong>. GTX 560 was priced at 20 PLEX (however, offer might be limited to this model only).</p>
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		<item>
		<title>Borderlands 2 will be enhanced with GPU PhysX effects</title>
		<link>http://physxinfo.com/news/7865/borderlands-2-will-be-enhanced-with-gpu-physx-effects/</link>
		<comments>http://physxinfo.com/news/7865/borderlands-2-will-be-enhanced-with-gpu-physx-effects/#comments</comments>
		<pubDate>Thu, 22 Mar 2012 13:02:31 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Gearbox]]></category>
		<category><![CDATA[GTX 680]]></category>
		<category><![CDATA[Kepler]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[PhysX]]></category>

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It is now official &#8211; Borderlands 2 will be the next game to support GPU accelerated PhysX effects.
Update: GPU PhysX trailer was caught on camera
At GeForce Kepler Editor’s Day (event, during which Kepler GPUs were presented to press), Borderlands 2 demo featuring GPU PhysX effects was demonstrated by Randy Pitchford, Gearbox Founder and CEO, running [...]]]></description>
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<p style="text-align: justify;">It is now official &#8211; <a href="http://www.borderlands2.com/" target="_blank">Borderlands 2</a> will be the next game to support <strong>GPU accelerated PhysX</strong> effects.</p>
<p style="text-align: justify;"><strong>Update:</strong> <a href="http://physxinfo.com/news/8052/gpu-physx-trailer-for-borderlands-2-was-caught-on-camera/">GPU PhysX trailer</a> was caught on camera</p>
<p style="text-align: justify;">At GeForce Kepler Editor’s Day (event, during which Kepler GPUs were presented to press), <strong>Borderlands 2</strong> demo featuring GPU PhysX effects was demonstrated by <span style="text-decoration: underline;">Randy Pitchford</span>, Gearbox Founder and CEO, running on a GeForce <strong>GTX 680</strong> GPU.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7872" title="borderlands2_physx" src="http://physxinfo.com/news/wp-content/uploads/2012/03/borderlands2_physx.jpg" alt="" width="550" height="309" /></p>
<p style="text-align: justify;">Hardware accelerated content will include:</p>
<ul>
<li style="text-align: justify;"> Fully simulated <span style="text-decoration: underline;">tearable cloth</span> which interacts with weapons, forces, weather, etc</li>
<li style="text-align: justify;">Persistent <span style="text-decoration: underline;">GPU simulated particles</span> that interact with the world</li>
<li style="text-align: justify;">Fully-interactive <span style="text-decoration: underline;">fluids</span></li>
<li style="text-align: justify;">Maybe something more</li>
</ul>
<p><span id="more-7865"></span></p>
<p style="text-align: justify;"><strong>Update:</strong> Some impressions from journalists who saw the live demo:</p>
<p style="text-align: justify;"><a href="http://www.gamespot.com/features/nvidias-kepler-gtx-680-powering-the-next-gen-6367388/" target="_blank">Gamespot</a>:</p>
<blockquote>
<p style="text-align: justify;">The PC version of Gearbox Software&#8217;s upcoming Borderlands 2 is set to  support many PhysX enhancements. These include water that reacts  accurately to a player&#8217;s movements, rippling and splashing around the  environment as you walk through it.</p>
<p style="text-align: justify;">Borderlands 2 also makes use of  PhysX to render destruction. For example, fire a rocket launcher into  the ground, and huge chunks of earth and gravel fly into the air. The  resulting debris settles on the floor, where you can kick it around by  walking through it.</p>
</blockquote>
<p style="text-align: justify;"><a href="http://www.eurogamer.net/articles/df-hardware-nvidia-gtx-680-review" target="_blank">Eurogamer</a>:</p>
<blockquote>
<p style="text-align: justify;">At NVIDIA&#8217;s press event we were treated to a demo of Borderlands 2 with  PhysX enhancements including some impressive water simulation, enhanced  (destructible!) cloth physics and volumetric smoke trails from rockets,  which animated beautifully.</p>
</blockquote>
<p style="text-align: justify;"><a href="http://www.destructoid.com/review-nvidia-geforce-gtx-680-224337.phtml" target="_blank">Destructoid:</a></p>
<blockquote>
<p style="text-align: justify;">At NVIDIA&#8217;s Editor&#8217;s Day, Gearbox Software CEO Randy Pitchford showed off <em>Borderlands 2</em> and how it implemented PhysX. Fluids pooled and flowed in complete  real-time, and even reacted to explosions &#8212; splashing about into  numerous smaller puddles.</p>
<p style="text-align: justify;">Cloth materials reacted accordingly to foreign  objects, and could even be torn and shredded when fired at.</p>
<p style="text-align: justify;">It was  quite incredible how these effects could be handled with such relative  ease in real-time, when just five years ago it took me several hours to  render them for 3D animations on a high-end PC.</p>
</blockquote>
<p style="text-align: justify;">We hope that Gearbox will provide more detailed information, including screenshots or video, soon enough.</p>
<p style="text-align: justify;"><strong>Borderlands 2</strong> is slated to be released in September, 2012.</p>
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		<title>QQ Dance 2: Party will not go on without PhysX</title>
		<link>http://physxinfo.com/news/7867/qq-dance-2-party-will-not-go-on-without-physx/</link>
		<comments>http://physxinfo.com/news/7867/qq-dance-2-party-will-not-go-on-without-physx/#comments</comments>
		<pubDate>Thu, 22 Mar 2012 12:59:46 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[QQ Dance]]></category>
		<category><![CDATA[Video]]></category>

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QQ Dance 2 is a sequel to ultra-popular (over 2 million concurrent users, 100 million registered users) Chinese online dancing game called, obviously, QQ Dance.
Build on proprietary H3D engine, QQ Dance 2 will not only provide significant improvement in visual fidelity, but also feature fully simulated clothing and hair on characters using PhysX SDK 2.8.4 [...]]]></description>
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<p style="text-align: justify;"><strong>QQ Dance 2</strong> is a sequel to ultra-popular (over 2 million concurrent users, 100 million registered users) Chinese online dancing game called, obviously, <a href="http://x5.qq.com/" target="_blank">QQ Dance</a>.</p>
<p style="text-align: justify;">Build on proprietary <span style="text-decoration: underline;">H3D</span> engine, <strong>QQ Dance 2</strong> will not only provide significant improvement in visual fidelity, but also feature fully <span style="text-decoration: underline;">simulated clothing and hair</span> on characters using <strong>PhysX SDK 2.8.4</strong> and <a href="http://physxinfo.com/wiki/APEX_Clothing">APEX Clothing</a> module.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/25FBgDS2hYM?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/25FBgDS2hYM?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Presented demo is containing <span style="text-decoration: underline;">50 000</span> simultaneously simulated cloth vertices (for example, even most intense scene in <a href="http://physxinfo.com/data/vreview_maf2.php">Mafia 2</a> has no more than 15 000 cloth vertices).</p>
<p style="text-align: justify;"><strong>QQ Dance 2</strong> is supposed to be released in Q4 2012. This game will not only support <strong>GPU acceleration</strong>, but also have a CPU path for non-NVIDIA systems.</p>
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		<title>GDC 2012: PhysX and APEX will make it to Unreal Engine 4</title>
		<link>http://physxinfo.com/news/7771/gdc-2012-physx-and-apex-will-make-it-to-unreal-engine-4/</link>
		<comments>http://physxinfo.com/news/7771/gdc-2012-physx-and-apex-will-make-it-to-unreal-engine-4/#comments</comments>
		<pubDate>Fri, 09 Mar 2012 12:23:21 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[GDC 2012]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[UE3]]></category>
		<category><![CDATA[UE4]]></category>

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Ever since the existence of Unreal Engine 4, next-generation game development platfrom from Epic Games, was revealed, one question was bothering us &#8211; will it still rely on PhysX SDK integration for physics sumulation, like UE3 and UDK?

And it seems the answer is &#8220;Yes&#8221;.
During presentation of PhysX and APEX features, that NVIDIA employee was giving [...]]]></description>
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<p style="text-align: justify;">Ever since the existence of <strong>Unreal Engine 4</strong>, next-generation game development platfrom from <strong>Epic Games</strong>, <a href="http://www.joystiq.com/2012/02/27/epic-games-to-privately-showcase-unreal-engine-4-at-gdc/" target="_blank">was revealed</a>, one question was bothering us &#8211; will it still rely on <strong>PhysX SDK</strong> integration for physics sumulation, like UE3 and UDK?</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7775" title="ue4_physx" src="http://physxinfo.com/news/wp-content/uploads/2012/03/ue4_physx.jpg" alt="" width="550" height="277" /></p>
<p style="text-align: justify;">And it seems the answer is <strong>&#8220;Yes&#8221;</strong>.</p>
<p><a href="http://www.gametrailers.com/video/gdc-2012-nvidia/727876" target="_blank">During presentation</a> of PhysX and APEX features, that NVIDIA employee was giving to Gametrailers at GDC 2012, following words were said:</p>
<blockquote>
<p style="text-align: justify;">So here we are showing some of our technologies that are already incorporated in the games and game engines.</p>
<p style="text-align: justify;">In this case all three of these demos are in Unreal Engine.. we are integrated in both Unreal 3 and <span style="text-decoration: underline;">upcoming Unreal 4</span>.</p>
</blockquote>
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		<title>NVIDIA APEX 1.1 is available, GPU Rigid Bodies feature included</title>
		<link>http://physxinfo.com/news/6120/nvidia-apex-1-1-is-available-gpu-rigid-bodies-feature-included/</link>
		<comments>http://physxinfo.com/news/6120/nvidia-apex-1-1-is-available-gpu-rigid-bodies-feature-included/#comments</comments>
		<pubDate>Tue, 14 Feb 2012 22:24:51 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[GRB]]></category>
		<category><![CDATA[PhysX]]></category>

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NVIDIA has released APEX SDK 1.1 (Build 112), next version of NVIDIA APEX &#8211; scalable dynamics framework, oriented on complex physical simulations.

In comparison to APEX 1.0 Beta, new version includes many bugfixes, several additions to underlying framework and various new features, like ability to calculate rigid body physics on GPU.
APEX 1.1 contains only Destruction and [...]]]></description>
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<p style="text-align: justify;">NVIDIA has released <strong>APEX SDK 1.1 (Build 112)</strong>, next version of <a href="http://physxinfo.com/wiki/Category:APEX" target="_blank">NVIDIA APEX</a> &#8211; scalable dynamics framework, oriented on complex physical simulations.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6132" title="APEX_Logo" src="http://physxinfo.com/news/wp-content/uploads/2011/09/APEX_Logo.png" alt="" width="220" height="125" /></p>
<p style="text-align: justify;">In comparison to <a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/" target="_blank">APEX 1.0 Beta</a>, new version includes many bugfixes, several additions to underlying framework and various new features, like ability to calculate <strong>rigid body physics on GPU</strong>.</p>
<p style="text-align: justify;">APEX 1.1 contains only <a href="http://physxinfo.com/wiki/APEX_Destruction">Destruction</a> and <a href="http://physxinfo.com/wiki/APEX_Clothing">Clothing</a> modules, and is still based on <span style="text-decoration: underline;">PhysX SDK 2.8.4.6</span> &#8211; first version with PhysX 3 support is going to be APEX 1.2 (that is supposed to be released in a few months).</p>
<p style="text-align: justify;">We must also note that APEX 1.1 requires corresponding authoring tools &#8211; <a href="http://physxinfo.com/news/6242/physxlab-1-1-released-with-apex-1-1-support/">PhysXLab 1.1</a> and <a href="http://physxinfo.com/news/7310/dcc-physx-plug-ins-were-updated-to-version-2-71/">2.71 DCC plug-ins</a>.</p>
<p style="text-align: justify;"><strong>NVIDIA APEX SDK 1.1</strong> is available for download at <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>.</p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</tt></p>
<p style="text-align: justify;"><strong>Release Notes:</strong></p>
<p style="padding-left: 30px;"><span style="color: #3366ff;"><strong>APEX DESTRUCTION 1.1</strong></span></p>
<p style="padding-left: 30px;"><strong>New Features</strong></p>
<ul>
<li style="text-align: justify;"><span style="text-decoration: underline;">GPU Rigid Bodies</span>: the NxModuleDestructible has settings to enable calculation of Rigid Body physics on GPU.</li>
</ul>
<p style="padding-left: 60px; text-align: justify;"><img class="aligncenter size-full wp-image-6153" title="APEX1-1_GRB" src="http://physxinfo.com/news/wp-content/uploads/2011/09/APEX1-1_GRB.jpg" alt="" width="550" height="242" /></p>
<p style="padding-left: 60px; text-align: justify;">Highly anticipated feature. While using same assets and same settings, GPU Rigid Bodies are showing <span style="text-decoration: underline;">significantly higher performance</span> &#8211; 70 fps for 5000+ rigid body chunks on single GTX 580 vs 10 fps on Core i7 2600K.</p>
<p style="padding-left: 60px; text-align: justify;">One-way interaction with dynamic CPU actors is also supported (via transfer of momentum). GPU accelerated rigid body physics requires NVIDIA driver 270.81 or later, PhysX 2.8.4 RC6 or later and a CUDA capable GPU.</p>
<p><span id="more-6120"></span></p>
<ul>
<li style="text-align: justify;"><span style="text-decoration: underline;">Chunk instancing</span>: (when authored to instance) correponding chunks between different destructible actors will be rendered using an instance buffer. This is advantageous if there are many destructible actors which reference the same asset.</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Chunk tiling</span>: (when authored to tile) matching chunks created from cutout fracturing will be instanced within the same actor, as well as other destructible actors which reference the same asset. This can drastically reduce the memory size of the asset.</li>
<li style="text-align: justify;">NxDestructibleActor:
<ul>
<li>LOD setting sets the maximum chunk depth which can be fractured, implementing forcePhysicalLOD interface.</li>
<li>getChunkLinearVelocity and getChunkAngularVelocity API in the actor.</li>
<li><span style="text-decoration: underline;">Per-actor materials</span> in the actor descriptor.</li>
<li>Can specify a separate render mesh for static chunks which gets drawn in a single draw call, using the renderStaticChunksSeparately field in the actor descriptor</li>
<li style="text-align: justify;">Can set a separate set of static materials used by the static mesh if renderStaticChunksSeparately is set.</li>
<li style="text-align: justify;">minimumFractureDepth added to destructible parameters, to limit the size of the pieces that can be broken free.</li>
<li style="text-align: justify;">Implements applyTransformation interface to geometrically transform an asset.</li>
</ul>
</li>
<li style="text-align: justify;">Fracture event callback now consolidates chunk information to reduce the number of fracture events reported.</li>
<li style="text-align: justify;">NxActor (chunk island) FIFO can now be <span style="text-decoration: underline;">sorted by “benefit”</span> (takes into account screen size and age of the chunk), so that less-beneficial chunks are removed first.</li>
<li style="text-align: justify;">NxShape count limit can be set in addition to NxActor count.</li>
</ul>
<p style="padding-left: 30px;"><strong>Improvements</strong></p>
<ul>
<li style="text-align: justify;">Chunk creation <span style="text-decoration: underline;">can be amortized</span> over many frames.</li>
<li style="text-align: justify;">Fracture processing can be amortized over many frames.</li>
<li style="text-align: justify;">Conforms to new LOD system.</li>
<li style="text-align: justify;">Removed the per-chunk thread locks, for better performance and resource usage.</li>
<li style="text-align: justify;">SimpleDestruction has multiple sample scenes, loaded using the keys 1-7.</li>
</ul>
<p style="padding-left: 30px;"><strong>Bug Fixes</strong></p>
<ul>
<li style="text-align: justify;">Damage reports are no longer issued when a destructible is set free using setDynamic().</li>
<li style="text-align: justify;">Several crash bugs fixed.</li>
</ul>
<p style="padding-left: 30px;"><strong>Authoring Improvements</strong></p>
<ul>
<li style="text-align: justify;">Ability to have <span style="text-decoration: underline;">multiple collision hulls per chunk</span>.</li>
<li style="text-align: justify;">Can cancel the fracture operation.</li>
<li style="text-align: justify;">“Trim face hulls” option in cutout fracturing.</li>
<li style="text-align: justify;">Ability to use multiple UV channels and color channels from FBX meshes</li>
<li style="text-align: justify;">cookChunks does not use the internal ExplicitHierarchicalMesh any longer, only information passed in from the descriptor.</li>
</ul>
<p style="padding-left: 30px;"><span style="color: #3366ff;"><strong>APEX CLOTHING 1.1<br />
</strong></span></p>
<p style="padding-left: 30px;"><strong>New Features</strong></p>
<ul>
<li style="text-align: justify;"><span style="text-decoration: underline;">Per-Actor scaling</span>. Each actor can have an individual scale and simulates properly.</li>
<li style="text-align: justify;">Asynchronous cooking. When several actors with different per-actor scale are created, cooking will be delayed if another actor already started cooking. While waiting, actors will not be simulated.</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Manual substepping</span>: A PhysX scene that will run multiple substeps is now handled properly by clothing. Interpolated simulation meshes will be generated for each individual substep to remove simulation artifacts caused by substepping.</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Teleport without reset</span>: Clothing Actors can now be teleported without all the vertices being reset to the animated positions. This will only lead to good results if only the pose of the actor and not the state of the animation is changed.</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Frozen state</span>: Clothing can be frozen in a given state and will cease simulation. It can then be woken again in the same state. This contrasts the regular way where re-enabled clothing starts from the animated state instead.</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Velocity Callback</span>: A user callback that allows to read and write the velocity values of every simulated vertex. Can be used to play sound depending on certain changes in velocity or to implement i.e. a wind effect.</li>
<li style="text-align: justify;">Support for <span style="text-decoration: underline;">morph targets</span> (also known as blendshapes): At actor creation a set of vertex displacements can be used to modify the mesh.</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Platform Tags</span>: Each graphical LOD can have a list of strings attached. When converting the .apx/.apb files to a given platform, LODs that don’t match a certain pattern can be removed based on this.This allows for reducing asset size by removing LODs that are unsuited for a particular platform.</li>
<li style="text-align: justify;">Correct Simulation Normals: Vertices that are on the border of the simulated and non-simulated part of the physical mesh can have wrongly calculated normals. This setting will try to correct for that.</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Adaptive Target Frequency</span>: Reduces the high frequency jittering that happens due to slightly varying timesteps.</li>
<li style="text-align: justify;">Pressure: Closed cloth meshes can be filled with pressure.</li>
<li style="text-align: justify;">Vertex Velocity Clamp: Adds a maximum velocity in all 6 major axis and clamps all velocities to those.</li>
</ul>
<p style="padding-left: 30px;"><strong>Improvements</strong></p>
<ul>
<li style="text-align: justify;">Switching of graphical LoDs has been improved in respect to copying position and velocity from the old to the new simulation mesh.</li>
</ul>
<p style="padding-left: 30px;"><strong>Removed</strong></p>
<ul>
<li style="text-align: justify;"><span style="text-decoration: underline;">Legacy serialization is gone</span>. Any old .aca file cannot be loaded anymore. They need to be converted to .apx/.apb using the 1.0 ParamTool instead.</li>
<li style="text-align: justify;">Some API marked as deprecated has been deleted such as NxClothingActor::setFlags().</li>
<li style="text-align: justify;">Removed separate NxClothingMaterialLibrary (.acml files) as an asset type. Materials are now integrated into the Clothing Asset file directly.</li>
<li style="text-align: justify;">Parallel physics mesh skinning and parallel mesh-mesh skinning. The frame delay that was introduced by this feature made it useless to most applications.</li>
</ul>
<p style="text-align: justify; padding-left: 30px;"><strong><span style="color: #3366ff;">APEX FRAMEWORK</span><br />
</strong></p>
<p style="padding-left: 30px; text-align: justify;"><strong>NxParameterized</strong></p>
<ul style="text-align: justify;">
<li>New method Interface::clone.</li>
<li>Handles which are constructed from const Interfaces do not allow to change those Interfaces via setParamXxx.</li>
<li>Generic reference visitor NxParameterized::getReferences.</li>
<li>Streamed non-inplace binary deserialization.</li>
<li>Fixed handling of defaultValue in structs.</li>
<li>Fixed detection of hint types.</li>
<li>Automated versioning of legacy classes.</li>
<li>Customizable order of legacy objects upgrade instead of fixed bottom-up.</li>
<li>Custom alignments of struct fields.</li>
<li>ParamTool can now print summary of file contents.</li>
</ul>
<p style="padding-left: 30px; text-align: justify;"><strong>Serialization</strong></p>
<ul style="text-align: justify;">
<li>ParamTool does not support legacy asset formats anymore.</li>
<li>Changed some error codes.</li>
</ul>
<p style="padding-left: 30px; text-align: justify;"><strong>Render Mesh Asset</strong></p>
<ul style="text-align: justify;">
<li>setOverrideMaterial was added to allow switching of material directly at runtime.</li>
<li>Debug rendering vor vertex normals and tangents.</li>
</ul>
<p style="padding-left: 30px; text-align: justify;"><strong>Use of Cuda 4.1</strong></p>
<ul style="text-align: justify;">
<li style="text-align: justify;">Necessary for supporting latest hardware.</li>
</ul>
<p style="text-align: justify;">P.S. We expect APEX 1.1 integration with UE3/UDK to be available in <strong>February 2012 release</strong>.</p>
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		<title>Getting GPU PhysX effects into games: interview with NVIDIA Content Team</title>
		<link>http://physxinfo.com/news/7165/getting-gpu-physx-effects-into-games-interview-with-nvidia-content-team/</link>
		<comments>http://physxinfo.com/news/7165/getting-gpu-physx-effects-into-games-interview-with-nvidia-content-team/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 09:02:41 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Alice]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=7165</guid>
		<description><![CDATA[So what is in the process of adding GPU PhysX effects to a game?]]></description>
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<p style="text-align: justify;">Certainly, many of you will agree that the addition of <a href="http://physxinfo.com/wiki/NVIDIA_PhysX">GPU PhysX</a> effects to PC games has a positive influence on overall gaming experience and immersion in such titles. But how difficult is to attach hardware accelerated physics effects to a game?</p>
<p style="text-align: justify;">Today, with the help of <strong>David Schoemehl</strong>, Manager of GPU PhysX Content in NVIDIA, and <strong>Johnny Costello</strong>, Technical Artist, we will try to give you a brief &#8220;behind the scenes&#8221; view on the process of enhancing games with extra PhysX content.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Hi, Johnny and David. Can you please introduce yourself?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> My name is Johnny Costello, I’m 29 years old and am a native to the Midwestern United States.  I went to college at Savannah College of Art and Design and received my B.F.A. in game development.  I have been a technical artist at NVIDIA for about two and a half years. During that time I have worked on several GPU PhysX titles such as Batman: Arkham Asylum, Batman: Arkham City, Mafia II, Dark Void, and Alice: Madness Returns.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> My name is David Schoemehl, I joined AGEIA in 2006 as an applications engineer and was the project manager on Warmonger.  Since the purchase of AGEIA by NVIDIA in 2008 I have led or supported several shipping GPU PhysX titles and demos including Batman: Arkham Asylum, The Samaritan Demo, Sacred 2, The Great Kulu Demo, and Alice: Madness Returns.</p>
<p style="text-align: justify; padding-left: 30px;">My current title is Manager of GPU PhysX Content and I am responsible for aligning NVIDIA’s engineers and artists to support developers on GPU PhysX engagements.  I also work closely with Epic Games to ensure a solid integration of GPU PhysX/APEX features in UE3.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Johnny, what is your task as a PhysX technical artist?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> My tasks can change a lot from day to day, but usually I’m working on a game title in some capacity.  Our goal at NVIDIA is to provide the tools that developers need in order to add great GPU features to their games.  So I spend much of my time working with developers to help guide them as they use our technology to create exciting content.</p>
<p style="text-align: justify; padding-left: 30px;">Depending on the structure of a particular engagement I may also work alongside the developer to create GPU PhysX content.  Then there are other days where I help design and review our tools and production workflows.</p>
<p><span id="more-7165"></span></p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> So what is in the process of adding GPU PhysX effects to a game?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> We usually start by getting a build of a game and playing through it in its current state.  We also read any available design and art documents to familiarize ourselves with the gameplay mechanics and the aesthetic style.  From there, we identify any story events, environment locations, special effects, characters, etc. that could be enhanced with our feature set and make the game more fun to play.</p>
<p style="text-align: justify; padding-left: 30px;">From there, we work with the developer to refine this list and plan out a timeline.  After that, it’s all about creating content with our tech that players will enjoy.</p>
<p style="text-align: justify; padding-left: 30px;">Once the content gets in the game, it starts getting reviewed by QA.  We usually spend our time at the end of a title engagement addressing any bugs that QA has found and making minor content adjustments.</p>
<div id="attachment_7220" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7220" title="PhysXLab" src="http://physxinfo.com/news/wp-content/uploads/2012/02/PhysXLab.png" alt="" width="550" height="265" /><p class="wp-caption-text">APEX Toolset helps artists to create content more easily</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> Users are often complaining that extra PhysX effects are not optimized properly for CPU execution (not using multiple cores, for example). What is the reason behind this?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> This is a legacy issue regarding PhysX versions prior to 2.8.4.  With proper setup it is possible to achieve some threading on PhysX 2.8.4, for instance running multiple cloth simulations in parallel.  However, the overall threading performance issues have been addressed in PhysX 3, which is available today.  With PhysX 3 we have improved the rigid body, clothing, and particle pipelines to take better advantage of multiple CPU cores.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Also, there is an opinion that with disabled GPU PhysX option, minor effects (like sparks or cloth banners) are omitted from the games on purpose, while they can be easily calculated on CPU or substituted with non-physical objects. What can you say about this?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> When NVIDIA engages with a developer to work on a GPU PhysX title we will offer suggestions for enhancing existing effects and adding entirely new effects.  For the existing effects that are enhanced by PhysX you will see original version of the effect with GPU PhysX disabled.  For effects that are created new as part of the GPU PhysX effort you will not see a fallback, because it did not exist in the original game.</p>
<p style="text-align: justify; padding-left: 30px;">Our goal is to work with developers to enhance their original game to take advantage of the latest hardware NVIDIA has to offer. We want to provide gamers that select NVIDIA a superior play experience for these games.  We would not want to raise the min recommended specs for a game determined by the developer by adding additional default effects to the original game.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> You work closely with developers – is exclusivity of GPU PhysX content to NVIDIA some kind of a barrier for PhysX adoption? In other words, are developers interested in OpenCL / DX Compute version of PhysX engine?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> No, we have not seen this as a blocker for PhysX adoption in general.  PhysX provides a strong set of core physics engine functionality across a wide array of platforms including PCs, consoles, and mobile devices.  PhysX powers game engines such as UE3 and Unity, and can be found in many of the AAA titles that are shipping today.</p>
<p style="text-align: justify; padding-left: 30px;">PhysX 3 addresses memory, threading, and performance concerns, which should further increase the adoption rate of PhysX.  In addition to this core functionality, PhysX and APEX offer hardware acceleration for certain features, such as particles, cloth, rigid bodies, and turbulence, through CUDA.  This is a powerful value add but does not interfere with developers using core PhysX and APEX features.</p>
<p style="text-align: justify;">
<div id="attachment_7212" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7212" title="physx_in_top_titles" src="http://physxinfo.com/news/wp-content/uploads/2012/02/physx_in_top_titles.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">PhysX engine can be found in many AAA titles</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> What is your impression on NVIDIA APEX toolset? Is it really simplifying process of adding PhysX effects to games?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> I definitely think so.  For example, look at where we’re heading with APEX tools like PhysXLab and the Clothing plug-in for 3dsMax and Maya.  They are becoming more robust with each release and are definitely making it easier to create APEX content for games.</p>
<p style="text-align: justify; padding-left: 30px;">One of my favorite things about PhysXLab is the Playground Mode where you can preview how your mesh is going to fracture in real time before bringing it into a game engine and placing it into a map.  This saves valuable time between making parameter changes and seeing those changes visually affecting the fractured mesh.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> You have probably already worked with the new clothing simulation engine, introduced in PhysX 3. How well does it performs in comparison to current one?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> The PhysX 3 clothing engine gives us a stronger set of features.  More attributes allow the artists and animators to make better aesthetic choices regarding their cloth.  One of these new features is the ability to created tapered capsule collision shapes.  These shapes allow the artists and animators to create a collision representation that is more true to the characters silhouette.</p>
<p style="text-align: justify; padding-left: 30px;">The new system also allows for more reliable behavior during intense, fast-moving, animation sequences.  In addition to these features, overall performance has been improved allowing developers to use clothing across more platforms.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> What additional features you would like to see in APEX, as a technical artist?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> As a technical artist, I spend a lot of time trying to decompose exciting artistic ideas down into their components so they can be created in games.  What I’m looking forward to in the future with APEX is seeing various features come together for a combined effect.</p>
<p style="text-align: justify; padding-left: 30px;">What happens when turbulent dust is spawned when a destructible is fractured?  Can a character’s clothing move when it gets hit with particles?  I can’t wait to see all these things come together to make games even more dynamic and intense for players to experience.</p>
<div id="attachment_7207" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7207" title="GPU_PhysX_Content-Alice" src="http://physxinfo.com/news/wp-content/uploads/2012/02/GPU_PhysX_Content-Alice.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Unreal Engine 3 includes robust PhysX Particle System</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> We have noticed that recent GPU PhysX titles, like Alice: Madness Returns or Batman: Arkham City are not using APEX Particles but built-in PhysX particles system instead – why is that? Isn’t the Particles module more effective?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Both of these games are built using UE3, which already had a robust particle editor using NVIDIA&#8217;s GPU PhysX particles.  APEX provides some great features for particle systems but for these cases UE3 was already providing the functionality we needed.</p>
<p style="text-align: justify; padding-left: 30px;">APEX Particles are a win if you are stepping into project that doesn’t already have an existing PhysX particle pipeline or if you are interested in doing some simulations, such as turbulence, which require a great number of particles that don’t require the high-fidelity collision of PhysX particles.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Dark Void was the only title to impress us with awesome Turbulence smoke, why much newer games are still using good old SPH method for smoke and fog simulation?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> The turbulence in Dark Void was added as a one-off feature for that specific game so that we could see how it would show in a game.  While we feel that turbulence was an awesome feature we have been focused on improving APEX Clothing and Destruction, because that is what developers were telling us they needed.</p>
<p style="text-align: justify; padding-left: 30px;">However, we are pleased to say the APEX Turbulence module is now scheduled for the APEX 1.2 release in Q2 of this year.  So we hope to see it appear in many games in the future.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Mafia II was the first title containing APEX Clothing engine. Do you think this “benefice” was successful? What difficulties have you faced during development?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Yes, the work done in Mafia II was invaluable for clothing.  We learned so much about how to improve the tools and features for clothing from the work done on this game.  The payoff was visible in later titles such as Batman: Arkham City where the time to create clothing and get it in game was drastically reduced.</p>
<p style="text-align: center;">
<div id="attachment_7205" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7205" title="GPU_PhysX_content-Mafia" src="http://physxinfo.com/news/wp-content/uploads/2012/02/GPU_PhysX_content-Mafia.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Mafia II: first game to utilize APEX Clothing module</p></div>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Batman: Arkham City also seems to be using APEX Clothing pretty extensively. Is it true that Clothing module is utilized not only as part of PhysX effects, but also for non-GPU accelerated clothing simulation, even on consoles?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> It is true that clothing can be run on the GPU, CPU, and even consoles.  However, for Batman APEX Clothing can only be seen on the PC running on either the CPU or GPU.  It should be noted that APEX Clothing was also used for some hair simulation in the pre-rendered cutscenes that can be seen across all platforms.</p>
<p style="text-align: justify; padding-left: 30px;">Clothing performance on consoles is something which we have been focusing on improving with the PhysX 3 and APEX Clothing effort.  We are seeing an increase in the number of developers wanting to get APEX Clothing into their console games so I would expect to start seeing this soon.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> One of the most vibrant effects in both Batman titles – scenes containing GPU Rigid Bodies. How has this technology evolved since Arkham Asylum?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> To be clear, GPU Rigid bodies were only featured in Batman: Arkham Asylum. They were not used in Batman: Arkham City. However, we have been making great progress with GPU Rigid Bodies with regards to performance and simulation stability.</p>
<p style="text-align: justify; padding-left: 30px;">They were last featured in the APEX Art Gallery demo [<a href="http://physxinfo.com/news/5035/post-gdc-2011-new-apex-destruction-video-showcases-gpu-rigid-bodies/">link</a>] at GDC 2011, and they will be available to the public in APEX 1.1 very soon.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> Another interesting scene – physically simulated banknotes in a bank vault. Are those all individual cloth pieces? How many of them are there?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> Yes, those are all APEX cloth.  During production, that was a really neat scene to watch come together.  Initially we weren’t sure if the player would be able to see the characters interacting with the dollar bills since they are so small, so we added forcefields to Catwoman’s animations, and then the scene came alive in a big way.</p>
<p style="text-align: justify; padding-left: 30px;">It is definitely one of my favorite fights in the game.  There were about 500 individual bills in that scene, which adds up to approximately 10,000 simulating vertices of APEX cloth.</p>
<p style="text-align: justify;">
<div id="attachment_7224" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7224" title="BatmnaAC_vault" src="http://physxinfo.com/news/wp-content/uploads/2012/02/BatmnaAC_vault.jpg" alt="" width="550" height="265" /><p class="wp-caption-text">Around 500 bills are scattered on the floor</p></div>
<p><strong><span style="color: #008080;">PhysXInfo.com:</span> You have worked on many GPU PhysX games, but which one is your favorite?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>Johnny Costello:</strong></span> I have great memories of all of the game engagements that I’ve been involved with, but working on the Batman series has probably been the most memorable experience for me.  I’ve been a Batman fan since I was a little kid, and I basically joined NVIDIA in 2009 and immediately started working on Batman: Arkham Asylum.  That was pretty amazing.</p>
<p style="text-align: justify; padding-left: 30px;">And then I had the opportunity to work on Arkham City!  I feel very lucky to have been involved with both.</p>
<p style="text-align: justify;"><strong><span style="color: #008080;">PhysXInfo.com:</span> We bet you are already working on PhysX content for future games. Will they be able to surprise us?</strong></p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #800000;"><strong>David Schoemehl:</strong></span> Yes, we are constantly on the lookout for upcoming titles that can be enhanced with PhysX and APEX features.  On each title we work with developers to do something new or better than in previous titles.  In addition, we are seeing a growing number of developers independently experimenting with APEX tools.  This is particularly true of the UE3 APEX integration.</p>
<p style="text-align: justify; padding-left: 30px;">Our job on the PhysX Content Team is to show developers and gamers what NVIDIA technologies can bring to games and we measure our success by the ease at which developers can add the features and the response we see from gamers when they play games with PhysX effects enabled.  We look forward to continuously improving tools for developers and helping them bring more cutting edge PhysX enhanced games in the future.</p>
<p style="text-align: center;"><tt>Our big thanks to PhysX Content Team for the interview !</tt></p>
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		<title>PhysX 2011: Year in Review</title>
		<link>http://physxinfo.com/news/7007/physx-2011-year-in-review/</link>
		<comments>http://physxinfo.com/news/7007/physx-2011-year-in-review/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 19:10:02 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Review]]></category>

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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 &#8211; 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 [...]]]></description>
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<p style="text-align: justify;">It is time to summarize what <strong>PhysX Technology</strong> has achieved in year 2011, recall the most memorable events and releases.</p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>. GAMES</strong></span></p>
<p style="text-align: justify;">GPU physics acceleration still can not gain enough momentum &#8211; only <strong>two games </strong>with support for GPU PhysX effects were released this year, this is the lowest result since Ageia was aquired.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-7028" title="p2011_batman" src="http://physxinfo.com/news/wp-content/uploads/2011/12/p2011_batman.jpg" alt="" width="550" height="272" /></p>
<p style="text-align: justify;">One may call this an agony, but NVIDIA <a href="http://physxinfo.com/news/6419/exclusive-nvidia-talks-present-and-future-of-physx-technology/">has told us</a> that it was &#8220;conscious decision&#8221; &#8211; 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.</p>
<p style="text-align: justify;">It was promised that we will see &#8220;more GPU PhysX games next year than you did this year&#8221; and even &#8220;a lot more in 2013&#8243;.</p>
<p style="text-align: justify;">Meanwhile, both GPU PhysX titles released this year were pretty interesting by themselves:</p>
<ul>
<li style="text-align: justify;"><a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/">Batman: Arkham City</a>, one of the best games with hardware PhysX support.</li>
<li style="text-align: justify;"><a href="http://physxinfo.com/news/5883/gpu-physx-in-alice-madness-returns/">Alice: Madness Returns</a>, which is a decent game too and is certanly worth more than two <a href="http://physxinfo.com/data/vreview_dod.html">Darkest of Days</a>.</li>
</ul>
<p style="text-align: justify;"><a href="http://physxinfo.com/wiki/Category:PhysX_SDK">PhysX SDK</a> as physics engine is still widely adopted by developers &#8211; over 45 PC console and games were released this year, according to our <a href="http://physxinfo.com/index.php?p=gam&amp;f=all">database</a>.</p>
<p><span id="more-7007"></span></p>
<p style="text-align: justify;"><span style="color: #008080;"><strong>. PHYSX SDK &amp; TOOLS</strong></span></p>
<p style="text-align: justify;">Looking on the SDK Development you can say where all resources were spent &#8211; brand new <a href="http://physxinfo.com/news/tag/physx-3/">PhysX SDK 3.0</a>, rewritten from scratch, optimized and enhanced with new features, was released in Q2 2011, followed by <a href="http://physxinfo.com/news/6312/physx-3-1-is-ready-for-download-introduces-public-binary-sdk-for-android/">SDK 3.1</a> and <a href="http://physxinfo.com/news/6979/first-beta-of-physx-sdk-3-2-is-released/">SDK 3.2 Beta</a>. 6-months release schedule <a href="http://physxinfo.com/news/5729/physx-sdk-3-release-roadmap/">was introduced</a> and so far is impeccably fulfilled.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-7054" title="p2011_sdk" src="http://physxinfo.com/news/wp-content/uploads/2011/12/p2011_sdk.jpg" alt="" width="550" height="272" /></p>
<p style="text-align: justify;">PhysX 3 is a <strong>strong technological foundation</strong>, that will ensure further expansion, evolution and success of PhysX as physics engine.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/">NVIDIA APEX 1.0</a>, high-level scalable framework build on top of PhysX SDK, was also revealed for public along with <a href="http://physxinfo.com/news/5062/march-udk-released-with-full-nvidia-apex-support/">UDK integration</a>, however it can not boast with same release dynamics &#8211; new APEX 1.1, promised to be delivered this autumn is now postponed till 2012. APEX 1.2, fully based on PhysX SDK 3, is also supposed to be released next year.</p>
<p style="text-align: justify;">DCC PhysX plug-ins went throught three versions &#8211; <a href="http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/">2.6</a>, <a href="http://physxinfo.com/news/6093/new-2-61-physx-plug-in-released-supports-3ds-max-2012/">2.61</a> and <a href="http://physxinfo.com/news/6237/2-7-physx-plug-in-for-3ds-max-comes-with-sdk-3-1-support/">2.7</a> &#8211; but during this period several compatibility problems and significant delays of releases were faced.</p>
<p><span style="color: #008080;"><strong>. MISCELLANEOUS</strong></span></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/wiki/MassFX">MassFX</a> &#8211; new physics simulation solution, using PhysX SDK engine, was introduced in <strong>Autodesk 3ds Max 2012</strong>, thus replacing Reactor system, which was based on Havok physics. Rigid Body simulation functionality of MassFX was pretty strong along with better performance, however many users were unhappy with reduced functionality set in comparison to Reactor.</p>
<p style="text-align: justify;">According to <a href="http://physxinfo.com/news/5645/physx-sdk-in-top-5-middleware-libraries-used/">yearly survey</a> by Game Developer Magazine, PhysX SDK is preferred physics middleware solution for traditional (big-budget) developers.</p>
<p style="text-align: justify;">PhysX Research Team has showcased some new <a href="http://physxinfo.com/news/5759/physx-research-eulerian-water-simulation-and-solids-through-oriented-particles/">interesting technologies and prototypes</a>. Some of them will appear in future versions of PhysX engine.</p>
<p style="text-align: justify;">After a long break, new <a href="http://physxinfo.com/news/6496/hybrid-physx-mod-1-05ff-is-available/">1.05 version</a> of <a href="http://physxinfo.com/wiki/Hybrid_PhysX">Hybrid PhysX</a> mod was released to support recent drivers and GPU PhysX games in AMD + NVIDIA configurations.</p>
<p><span style="color: #008080;"><strong>. . .</strong></span></p>
<p>Well, that is all for now.</p>
<p><strong>Happy New Year to everybody !</strong> <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comparison PhysX screenshots for Batman: Arkham City</title>
		<link>http://physxinfo.com/news/6963/comparison-physx-screenshots-for-batman-arkham-city/</link>
		<comments>http://physxinfo.com/news/6963/comparison-physx-screenshots-for-batman-arkham-city/#comments</comments>
		<pubDate>Sun, 18 Dec 2011 16:32:46 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Comparison]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[Screenshots]]></category>

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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 &#8211; GPU PhysX Profile page .
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<p style="text-align: justify;">We have added a set of comparison PhysX screenshots for <strong>Batman: Arkham City</strong>, which in pair with previously released <a href="http://physxinfo.com/news/6837/gpu-physx-in-batman-arkham-city/">comparison video</a> are completing our <strong>GPU PhysX Profile</strong> for this title.</p>
<p style="text-align: justify;"><a href="http://physxinfo.com/data/vreview_batman2.php" title="batman2_screenshots"><img class="aligncenter size-full wp-image-6965" title="batman2_screenshots" src="http://physxinfo.com/news/wp-content/uploads/2011/12/batman2_screenshots.jpg" alt="" width="550" height="344" /></a></p>
<p style="text-align: justify;"><a href="http://physxinfo.com/data/vreview_batman2.php"></a>You can view comparison screenhots, video and additional info at <a href="http://physxinfo.com/data/vreview_batman2.php">Batman: Arkham City &#8211; GPU PhysX Profile</a> page .</p>
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