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Archive for the ‘PhysX’ tag

PhysX: Fright or Delight

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Interesting technical article, called “PhysX: Lust, Last oder Frust?” has emerged on Tom’ today. It’s purpose is to revisit recent events in GPU PhysX (and CPU execution of PhysX effects) area – thus, basic knowledge of this topic is required.

Update: english version available

x87 vs SSE question gets updated with new CPU instructions tests of Mafia II:

(note: graph is called "vtune_metro2033", so some mistakes may take place)

As new PhysX SDK 2.8.4 with SSE2 compliler option is yet in beta, and Mafia II is based on SDK 2.8.3 – it is still relying on x87 instruction set.

Author correctly remarks, that moving from X87 to SSE usage won’t magically boost performance by 2x times, like several websites are promising, more likely 10-20 % or even less in real applications.

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Written by Zogrim

September 10th, 2010 at 3:59 pm

Mafia II: PhysX Reviews roundup

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Mafia II is about to hit the shelves in US, and since it is, probably, most heavyweight title in 2010 GPU PhysX games line, we can expect a lot of detailed reviews about APEX PhysX special effects, added to the game.

We’ve already posted an benchmarks overview for Mafia II Demo, so let’s focus on final version now:

[23.08.10] Mafia II: Perfection for NVIDIA’s Graphics Plus Technologies ? by HardwareCanucks

APEX effects decription and comparison are pretty basic, and only two GPUs [GTX460/GT240 dedicated] were used for testing, but enough attention was paid to CPU scailing [i5/i7] and CPU usage graphs.

According to benchmarks results, Mafia II is pretty playble on CPU even with APEX set to High.


In the past NVIDIA and their developers took an incredible amount of flak over the use of GPU-processed physics due to the utter lack of optimizations the PhysX API had for the CPU. With Mafia II’s use of the open-minded APEX routines, a corner seems to have been turned because we finally see that it is possible to run these calculations quite smoothly with only a few hiccups on a multi core CPU.

The GPU is still more efficient at physics processing but in some cases you will likely want all of the rendering horsepower it brings to the table. This feature is still nothing more than eye candy but if you can run it, we suggest you do so because it does increase the overall believability of certain scenes.

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Written by Zogrim

August 24th, 2010 at 10:25 am

Mafia II Demo: PhysX Usage

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While you are waiting for Mafia II Demo, planned to be released just in a few hours, you can read the preview of APEX/PhysX content, prepared by Techgage in their “Taking a Look at Mafia II and its PhysX Use” article.

Demo includes “Benchmark” mode, and that’s how it’s look like:

Update: Our PhysX Comparison video using built-in benchmark. In addition, APEX comparison and showcase videos roundup.

Update #2: Tweaking PhysX in Mafia II – huge fps increase without noticable difference.

Update #3: Mafia II Demo – PhysX Benchmarks roundup

Update #4: Mafia II GPU PhysX profile – comparison video, screens and other additional info.

APEX/PhysX Features:

  • Physically simulated clothing for main character and additional characters
    • Custom wind simulation that creates a more dynamic movement of clothing as the characters walk around and interact with the environment.
    • Force fields from explosions and interact with clothing, making those explosive moments even more immersive
  • Up to 3,000 unique particles on screen at any given time (10,000 at High settings).
  • Particle effects including dynamic collision, mass and kinetic simulation, and force fields from explosions that move and displace particles along its path.
    • Destruction particle debris from cement, wood, glass, dirt, and more
    • Weapon impact that creates dynamic smoke and kinetic persistent particles
    • Garbage moves and exists in the world of Empire Bay and reacts to effects like force fields and character interactions
    • Tire burnout while driving produces dynamic smoke and particles including fluid movement simulation and particle velocity and trajectory
  • Character clothing on all character models is rendered entirely on the GPU when using a dedicated PhysX card which can be anything from a GT 240 to a GTX 480.

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Written by Zogrim

August 10th, 2010 at 10:24 am

Posted in PhysX Games

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Mafia II: second PhysX trailer

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We’ve already saw Mafia II and GPU PhysX related sneak-peek trailer previously, and now – second, more detailed trailer has arrived from Gamespot.

Update: Now in HD.

It is showcasing all extra PhysX content, mentioned in preview articles – various impact debris and chunks via APEX Particles module, APEX Clothing based cloth simulation on characters and shockwaves from explosions, repelling all physical objects in their blast radius.

Written by Zogrim

May 26th, 2010 at 9:48 am

Posted in PhysX Games

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Comparison PhysX Video by EVGA

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EVGA has prepared decent comparison video, showcasing effects differences with GPU PhysX content enabled and disabled in several games, like Dark Void, Metro 2033 and Batman: Arkham Asylum.

If you want to take a more detailed view on hardware accelerated PhysX effects usage in current games, we recommend to check out our library of comparison PhysX videos and screenshots.

Written by Zogrim

May 5th, 2010 at 11:54 am

Posted in PhysX Games

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AMD and Nvidia: controversy over physics

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Decent article called “AMD and NVIDIA butt heads over physics” emerges on Atomic MPC website yesterday.

Richard Huddy, AMD’s Worldwide Developer Relations Manager, Ashu Rege, Nvidia’s Senior Director of Content and Technology, and Nadeem Mohammad, Nvidia’s Director of Product Management and PhysX, are speaking out against physics engines support strategies of their rival companies. During discussion, Bullet physics SDK is opposed to PhysX SDK.

Apart from slight pro-AMD tone and some factial mistakes in engines descriptions, it’s interesting read. Conclusion we are complitely agreed with:

Whether or not Bullet takes off remains to be seen, but the next few years will certainly be an interesting challenge for both companies.

However, as we’ve already took a view at AMD and PhysX relationship history, future of that AMD-promoted GPU Bullet and it’s implementation in games (not Bullet SDK itself) isn’t looking so bright and clear for us.

Written by Zogrim

March 30th, 2010 at 10:54 am

Posted in Articles, Reviews

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Supersonic Sled Demo available for download

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Supersonic Rocket SledDX11 and PhysX technology demo from Nvidia is finally available for download (221 mb). Unfortunately, you won’t be able to run it until you have GTX 400 Series GPU.

You can download Supersonic Sled demo from here

Written by Zogrim

March 27th, 2010 at 1:39 pm

Posted in Other

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Nvidia PhysX Demo: Raging Rapids Ride

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Apart from Supersonic Rocket Sled demo all of you are probably familar already, for GF100 launch Nvidia has prepared another technical PhysX demo, called Raging Rapids Ride, with boat riding down a montain river – maybe not so impressive in graphics aspect, but with intensive and complex real-time fluid simulation.

It using PhysX SDK based objects with custom hybrid water simulation, utilizing both heightfield fluid solver and particle simulation.  Boat behaviour is a little choppy, escpecially when it collides with waterside surface, but water simulation looks very impressive.

Update: You can download Raging Rapids Ride demo here

Grid based shallow water flowing pass a terrain with high slope is automatically turned into particle waterfall, and than – back to heightfield water (thus, two different fluid solvers are used simultaneously).

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Written by Zogrim

March 27th, 2010 at 2:04 am

Posted in Articles, Reviews, Other

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Mafia II: first PhysX Trailer

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Assumptions about GPU PhysX support in upcoming Mafia II title are now becoming a reality.

Update: second PhysX trailer

With launch of their new GTX480/GTX470 GPU products, Nvidia has revealed a trailer, showcasing hardware accelerated PhysX content in Mafia II.

Amount of physics effects is looking impressive – various types of particle debris and chunks, sparks and smoke, destructible objects, APEX based clothing simulation. Not to mention, that apart from those effects, overall in-game physics in Mafia II is based on PhysX SDK too.

Will Mafia II become killer app for GPU PhysX many are waiting for ? We’ll know at August 24th 2010.

Written by Zogrim

March 27th, 2010 at 1:59 am

Posted in PhysX Games

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Advanced PhysX in Metro 2033

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Metro 2033 was looking as highly considerable title – post-apocalyptic setting, intense focus on atmosphere and storyline, state-of-the-art graphics engine with DX 11 support, and of course, solid implementation of PhysX SDK based physics.

And after finishing it we can say – Metro 2033 is pretty good game for sure. But following the direction of our site, will leave other game aspects to reviewers and focuse on in-game physics implementation, and “Advanced PhysX” mode particularly.

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Written by Zogrim

March 20th, 2010 at 1:04 am

Posted in PhysX Games

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