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Archive for the ‘PhysX’ tag

Metro: Last Light is going to support GPU PhysX ?

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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.

Update: Metro Last Light – GPU PhysX effects explored

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.

Written by Zogrim

August 18th, 2011 at 1:52 pm

Posted in PhysX Games

Tagged with ,

GPU PhysX in Alice: Madness Returns

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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.

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Written by Zogrim

June 17th, 2011 at 5:47 am

Posted in PhysX Games

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Alice: Madness Returns will feature GPU PhysX effects

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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)..

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Written by Zogrim

May 13th, 2011 at 8:05 am

Posted in PhysX Games

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PhysX SDK 3.0 has been released !

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No, your eyes are not deceiving you. After three years of development, NVIDIA has released new major version of PhysX physics enginePhysX SDK 3.0.

nvidia-physx
Currently, free binary version of PhysX SDK 3.0 is available for PC only (32-bit and 64-bit, Mac and Linux versions are promised to be delivered later). SDK 3.0 can be downloaded from Developer Support Center. Follow the path: [Online Support] -> [Downloads] -> [PhysX SDK 3.0]

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Update [04.10.2011] PhysX SDK 3.1 released

Update [01.06.2011] PhysX SDK 3.0.1 available

Update [13.05.2011] Physx SDK 3.0 for Mac OSX available

Update [17.05.2011] Physx SDK 3.0 for Linux available (Ubuntu based, 64-bit)

Now, while your download is undergoing, let’s take a look on PhysX SDK 3.0 features:

PhysX SDK 2.x was originally developed as a PC only physics engine, which was subsequently ported to support gaming consoles being developed by Sony (PS3) and Microsoft (Xbox 360). The PS3 port was developed independently and has been maintained in a separate code base since its development, as have later ports to Linux and Mac OSX. The unwieldy growth during the SDK lifetime and separate code bases have added to the considerable complexity of maintaining and updating succeeding versions of the PhysX SDK at a time when faster and more compact engines are required to effectively support phones and tablets.

PhysX SDK 3.0 represents a significant rewrite of the PhysX engine.

This rewrite involved extensive changes to the API that effectively results in a new PhysX engine rather than a chart of changes based on its predecessor version.  The various platforms versions are generated from a unified code base, further differentiating it from version 2.x.  In addition to a new modular design, considerable legacy clutter has been removed. Collectively these changes have resulted in a physics SDK designed to facilitate easier ongoing maintenance, enable simpler ports to emerging gaming platforms, and the addition of new features and capabilities.

Focus on consoles and emerging gaming platforms.

PhysX SDK 3.0 was designed to be competitive on current-gen consoles and anticipates devices with even less system resources. These architectural changes include but are not limited to better overall memory management, improvements to cache efficiency, cross-platform SIMD implementations, intelligent SPU usage on PS3, multi-threading across multiple cores, and AltiVec/VMX optimizations on Xbox 360.

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Written by Zogrim

May 5th, 2011 at 7:14 pm

Posted in PhysX SDK

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NVIDIA: PhysX continues to play an important role for us

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If you know PhysX only as GPU accelerated physics effects for PC games, lack of news and announcements of new GPU PhysX titles may give you an idea that NVIDIA has decided to drop support for PhysX completely. Forum threads like “Is PhysX Dead?” or “Physx dead?“, popping up from time to time, are indicating – users are worried.

We were able to contact NVIDIA and Mike Skolones, product manager for PhysX, has revealed us the company’s plans regarding PhysX Technology.

PhysXInfo.com: Is PhysX still playing important role for NVIDIA ? Are you planning to use and evolve the PhysX Technology over the years, or thinking about abandoning it in a favor for other solutions ?

Mike Skolones: PhysX has been and continues to play an important role for NVIDIA, as well as for the thousands of game developers who use PhysX for physics simulation across a broad range of platforms, including PC, Xbox360, PLAYSTATION 3, Nintendo Wii , iOS (including iPhone, iPod, and iPad), OSX, Linux, and Android (including NVIDIA Tegra™ devices), MMO servers running Linux and Windows; OSX ports; and Windows games, where GPU-accelerated advanced simulation is poised for continued growth.

Monster Madness - one of the fist games that utilizes PhysX SDK on Android platform

More importantly, because PhysX continues to be the choice of developers for integration into world’s leading commercial game engines, including Unreal Engine 3, Trinigy, Unity, Torque, Gamebryo, Lightspeed, Hero, and Dark Basic, not to mention other internal tech engines which also use PhysX, designers and artists know they have compelling development platforms they can immediately take advantage for making their games that much more realistic and interactive.

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Written by Zogrim

April 17th, 2011 at 4:02 pm

Posted in Articles, Reviews, Other

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Deep Black is still targeting GPU PhysX support

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It was looking that the Deep Black title (you may remember it as U-Wars, a project with a heavy fate itself) from russian developer Biart Studio is going to join the company of games with previously announced, but then abandoned GPU PhysX support (as example – Terminator: Salvation or Shattered Horizon).

Update: Despite all promises, final version of Deep Black does not support GPU PhysX.

However, in a recent interview to MGnews.ru, CEO of Biart Studio Konstantin Popov has stated that Deep Black will fully support hardware PhysX acceleration.

MGNews.ru: Tell us a little more about NVIDIA PhysX in PC version of the game. Will it add new interactive objects to the game or change behaviour of existing ones ? Will you support NVIDIA PhysX Technology on hardware level ?

Konstantin Popov: Yes, NVIDIA PhysX technology will be supported on hardware level. We are working tightly with NVIDIA on game optimization and adding new features. There are, of course,  physical objects and physical special effects. Moreover, popular stereoscopic technology – NVIDIA 3D Vision. We also support NVIDIA 3D Vision Surround.

Deep Black is a sci-fi third person shooter, promised to be packed with intense combat action – both on land and underwater. Target platforms are PC, Xbox 360 and PS3, with release date somewhere in 2011.

Written by Zogrim

April 12th, 2011 at 10:34 pm

Posted in PhysX Games

Tagged with , ,

NVIDIA APEX 1.0 Beta is now available: Details

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NVIDIA has uploaded last piece of APEX Framework puzzle – actual APEX SDK component. Now, it is time to take detailed overview on APEX features and structure.

UPDATE: APEX SDK 1.1 is available.

So what is NVIDIA APEX ? APEX is multi-platform scalable developement framework, designed to reduce development time and costs when creating complex physics content.

APEX addresses following typical problems:

  • Significant programmer involvement is required to take a relatively abstract PhysX-SDK and create a lot of meaningful content.

APEX provides a high-level interface to artists and content developers. This reduces the need for programmer time, adds automatic physics behavior to familiar objects, and leverages multiple low-level PhysX-SDK features with a single easy-to-use authoring interface.

  • Game physics content typically gets designed to the game’s “min-spec” system.

APEX requires each functional module to provide one or more ways to “scale the content” when running on better-than-min-spec systems, and to do this without requiring a lot of extra work from the game developer (artist or programmer, but especially programmer).

  • Game engine performance limitations.

APEX avoids many of the game engine bottlenecks by allowing the designer to identify the physics that is important to the game logic, and what can be sent directly to the renderer, bypassing the fully generic path through the game engine.

It also allows the game engine to treat an APEX asset as a single game object, even though it may actually comprise many hundreds or even thousands of low-level physics components.

Authoring tools (DCC plug-ins for 3ds Max/Maya and standalone PhysXLab app) are used create and tune physics assets (for example, destructible wall) while runtime component (APEX SDK) is responsible for deserialization, LOD, data management and interaction with game engine. Accordingly, APEX SDK must be integrated with your engine before you’ll be able to use APEX assets.

Few facts about APEX 1.0 Beta:

  • APEX is not the replacement for PhysX SDK, nor the new version of it. It is a layer that sits on top of the PhysX SDK.
  • APEX 1.0 public Beta includes Clothing and Destruction modules (and partially – Particles module).
  • APEX is free for commercial and non-commercial use.
  • All necessary documentation and tutorials are included with APEX 1.0 package.
  • APEX supports PC, PS3 and Xbox 360 (with optimizations for consoles), and but only PC version is available for public currently.
  • APEX is based on latest PhysX SDK 2.8.4 and does not require PhysX System Software installation.

How to download APEX: Follow this guide and register PhysX Developer account.

Go to [Online Support] -> [Download]

  • [APEX] -> [APEX PhysX Lab Beta] -> NVIDIA APEX PhysX Lab-1.0.100.0 for PhysXLab (APEX Destruction authoring)
  • [APEX] -> [APEX DCC Clothing Plugins] -> [Max 2.60 beta] -> NVIDIA PhysX Plug-in 3dsMax20– x– WithAPEX 2.60.– for 3ds Max PhysX plug-in (APEX Clothing authoring, don’t forget to choose proper 3ds Max version)
  • [APEX] -> [APEX DCC Clothing Plugins] -> [Maya 2.6 beta] -> NVIDIA PhysX Plug-in Maya20– x– WithAPEX 2.60.– for Maya PhysX plug-in (APEX Clothing authoring, don’t forget to choose proper Maya version)
  • [APEX] -> [APEX SDK Beta] -> APEXSDK-1.0.39 beta-PhysX_2.8.4.5-WIN-VC9 for APEX SDK (game engine integration)

You don't need to download PhysX SDK, or PhysX System Software, or anything else.

Now let’s see what is included in APEX 1.0 public Beta package:

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Written by Zogrim

March 25th, 2011 at 3:02 am

How PhysX is used in Breach: Interview with Atomic Games

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This week our undivided attention is focused PhysX SDK based multiplayer shooter Breach, notable for its pervasive and complex dynamic destruction system.

Update: PhysX and Breach: Final Verdict

Breach and PhysX - Interview

We’ve contacted Atomic Games, developers of Breach, to get more background on PhysX implementation and technical aspects of in-game physics. Mark Davidson, director of core technologies, was kind enought to answer some of our questions:

PhysXInfo.com: Destruction system and physics in general – what do they mean for Breach? Are they just a cosmetic features or integral part of the gameplay?

Mark Davidson: Destruction in Breach defines the game. It’s not just a facet of game play; it is the core mechanic, the soul. Everything revolves around it, how to attack, how to defend, where to take cover, these choices are all driven by the destructible nature of the environment.

The fact that almost anything on the battlefield can be destroyed means physics play a pivotal role in how any skirmish plays out. We have gone way beyond swapping models for a destroyed version, In Breach you are physically affecting elements of the world and forcing other players to react to that.

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Written by Zogrim

January 25th, 2011 at 1:16 am

Active Worlds VR platform adds PhysX features, including cloth physics

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Activeworlds Inc. has announced recently that their Active Worlds 3D virtual reality platform now features PhysX SDK integration, including rigid body physics, joints and, more interesting, cloth simulation.

ActiveWorlds PhysX Cloth

In Active Worlds you can explore virtual worlds and environments that others have built, interact with other users or build structures and areas of your own. Originally this project was started in 1995, so don’t be confused by outdated graphics.

You can find PhysX integration demos in this thread or just spend some time to log into AW and visit physics playground by yourself. Download Active Worlds 5.1 Browser from here, log in as “Tourist” (autoupdate process may occure) and teleport to “AWPhysics” world.

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Written by Zogrim

December 30th, 2010 at 3:29 pm

Posted in PhysX Games

Tagged with ,

PhysX: Physikoterapia

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And yet another PhysX article has arrived today – this particular one from PClab.pl is mostly focused on GPU PhysX effects analysis and comparison.

Almost every single modern title with hardware accelerated PhysX content (except for Sacred 2 and Darkest of Days) was reviewed, and detailed description of extra PhysX content both in form of text and comparison videos were included. For example:

Mafia II

Batman: Arkham Asylum

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Written by Zogrim

September 10th, 2010 at 5:13 pm

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