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Archive for the ‘PhysX’ tag

Nvidia: we would not cash somebody in for using PhysX

with 3 comments

In recent interview to Xbit Labs, Ashutosh Rege, the worldwide director of developer technology at Nvidia, denies accusations of bribing game developers for implementation of GPU PhysX, stated by AMD.

Such claims were given by Richard Huddy, AMD’s senior manager of developer relations, in his interview to THINQ.co.uk website:

“What I’ve seen with physics, or PhysX rather, is that Nvidia create a marketing deal with a title, and then as part of that marketing deal, they have the right to go in and implement PhysX in the game.”

Following responce from Nvidia Ashutosh Rege

“There could be no deal under which we would cash somebody in for using PhysX

“What we do when we add GPU PhysX engagement with the developer is that in no shape or form we do anything harmful for the rest of the platforms, those that do not support GPU PhysX. It is just an additive value to our GeForce customers and eventually it boosts game experience on the PC”

Source: Xbitlabs.com

Update: additional commentaries from Nadeem Mohammed, Director of PhysX Product Management:

Once PhysX is selected and the developer plans to have a PC version, we will work closely with them to provide whatever engineering and technical assistance to make the PC version as good as it can be – and hopefully that includes pushing the edge on special PhysX effects which may require GPU acceleration for best performance.

We will “invest” our time, energy, expertise and technology to make good games into great PC titles – if that’s what AMD is talking about then sure they are right!

Source: PCGamesHardware.com

Written by Zogrim

March 11th, 2010 at 9:55 pm

Posted in Other

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AMD and PhysX: History of the Problem

with 19 comments

Recent provoking claims by AMD regarding GPU PhysX and all hype around Open Physics Initiative are causing me some Deja Vu feeling.

Why ? Because, actually, hardware accelerated PhysX was criticized by AMD/ATI throughout it’s lifespan (more or less). Let’s take a retrospective look at escalation of the conflict:

In June 2006, just after Ageia PPU launch, ATI unveils their GPU physics processing conception called “Boundless Gaming” (also known as Asymmetric Physics Processing) based on Havok FX engine (technology was supported by Nvidia as well).

X1900 XT GPU was promised to deliver over 9x performance of a PhysX PPU card and games augmented with Havok FX physics were supposed to come out in 2007.

Result ? Havok FX died with Intel aquisition of Havok company, no games were released, 16 titles with Ageia PPU support from hardware PhysX side.

Read the rest of this entry »

Written by Zogrim

March 11th, 2010 at 8:59 pm

Posted in Articles, Reviews

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Pre-GDC 2010: PhysX demonstrations overview

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GDC 2010 (Game Developer Conference) is just about to start, and is going to be rich on PhysX related content this year. Apart from session on APEX Clothing integration with EvE Incarna we mentined previously, featured talks will include “Authoring Physically Simulated Destruction with NVIDIA APEX” and “Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void“.

You can read session descriptions via provided links, but actually not only this has catched my eye. Nvidia GDC 2010 page was updated with schedule of presentations, that are going to be demonstrated at Nvidia booth #1702 at March 12-13

Those include such intriguing topics like:

Unity for Engineers – are they planning to demonstrate update physics system in Unity 3.0 ?

Authoring Runtime Animation with NaturalMotion Morpheme 2.3 – I’ve heard that Morpheme is going to be integrated with APEX Clothing, is that it ?

Softimage 2011 Enhanced with PhysX – next version of Softimage will include updated PhysX SDK integration ?

Streamlining PhysX Content in Max – is it related to rumored new physics system in XBR ?

Sadly I can’t visit GDC myself, but I’ll try to provide you with any open or insider information I’ll be able to gather :)

Written by Zogrim

March 9th, 2010 at 3:51 pm

PhysX running on 16 CPU cores in FluidMark

with 7 comments

We wrote previuosly about upcoming new version of FluidMark, that is going to include Multi-Core CPU PhysX support.

Recently, with help of David Legrand from PCinpact.com, Jerome “JeGX” Guinot was able to test new FluidMark 1.2 on setup with 16 CPU cores. (click to view full image)

And as you may see, CPU PhysX simulation with 48 000 fluid particles is 100 % utilizing all 16 Cores. Amazing work :)

New FluidMark is going to be available soon enough, after JeGx will catch and kill remaing bugs.

Update: JeGX is participating in “What Would You Do With 48 Cores ?” contest by AMD with new FluidMark (which already support up to 64 CPU cores). That’s going to be interesting  ;)

Source: PCinpact | Geeks3D

Written by Zogrim

March 4th, 2010 at 2:22 pm

Posted in PhysX Tools

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Next version of FluidMark will feature Multi-Core CPU PhysX support

with 5 comments

PhysX FluidMark is popular benchmarking application, that is often used to test stability and performance of GPU PhysX configurations. It performs PhysX SDK based SPH Fluids particle simulation, which can be calculated on CPU or compatible Nvidia GPU, however, only one CPU core can be used in first case.

After all those “Multi-Core CPU Support Is Disabled in PhysX” claims by AMD and following hype, JeGX (FluidMark developer) decided to leverage multi-threading capabilities of PhysX SDK and augment FluidMark with actual multi-core CPU support.

According to short preview, published today – task was successful.

As you may see, updated version of FluidMark, running on JeGX dev. machine with ATI Radeon HD 5770 GPU, is fully utilizing both cores of AMD X2 3800+ CPU.

Update: JeGX revealed another screenshot from upcoming FluidMark with multi-core PhysX support, running on all four cores of quad core Intel Core 2 Extreme X9650 CPU.

Previous version of multi-core FluidMark was able to load only dual-core CPU, but this, updated one – can utilize  quad-core or even n-core CPU.

Update #2: And now – FluidMark running on 16 CPU Cores.

Written by Zogrim

February 16th, 2010 at 9:05 pm

Posted in PhysX Tools

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Rocket Sled: DX11 and PhysX features trailer

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Official trailer of Rocket Sled demo (also known as Supersonic Sled), with detailed DX 11 and PhysX features description, emerges on YouTube recently.

Firstly shown on CES 2010, Rocket Sled is supposed to demonstrate both graphics and physics computing capabilities of new GF100 (Fermi) GPUs.

If you are interested in more in-depth technical details behind this demo, you can watch this video or read this article.

Written by Zogrim

February 9th, 2010 at 1:18 pm

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Metro 2033: Interview with 4A Games on physics.. and PhysX

with 3 comments

Lately, Metro 2033 is more and more often referred as starting title for new GF100 GPUs from Nvidia – due to it’s truly next-gen graphics engine, with DX 11 support and, of course, intensive usage of Physx SDK and hardware accelerated PhysX effects – aspect we are most interested in.

Yuriy Saschuk, 4A Games engine programmer, has joined us today to answer some questions about Metro 2033 in-game physics in general, and PhysX specifically.

PhysXInfo.com: How much physics is involved in gameplay ? Do players have ability to carry physical objects or drag corpses ?

Yuriy: Physics in Metro 2033 has more demonstrative, than gameplay affecting, nature. It’s supposed to enhance game, make it more diverse, realistic and exciting. But actual gameplay isn’t focused on physics.

You can’t carry or throw objects – we’ve decided that there is no need for this, but enemies (and player too) can receive damage as result of certain physical interactions.

PhysXInfo.com: Will Metro 2033 contain destructible objects, and in what quantity ?

Yuriy: Our engine supports destructible environments, and this component is used in the game.

PhysXInfo.com: Tell us a bit about hardware PhysX support in the game. Presence of appropriate Nvidia GPU will simply increase the fps numbers or add some exclusive effects ? Will GPU PhysX content have influence on gameplay ? Which advanced physics effects will be included ?

Yuriy: PhysX hardware acceleration capability of Nvidia GPUs will add performance in the first place. There are two physics modes in Metro 2033 – basic and so-called, “Advanced PhysX”, which will include both enhanced, more detailed effects from basic mode and some additional physics features. Advanced PhysX mode requires appropriate Nvidia GPU to run properly, meanwhile, it will not affect gameplay, just add some immersion.

Or engine support cloth and fluid simulation. By “fluid simulation” we imply various particles system, like lighter- and heavier-than-air gases, smoke, dust, debris from bullet hits, not only liquids.

Read the rest of this entry »

Written by Zogrim

February 4th, 2010 at 11:46 pm

PhysX commands you to dance !

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There are some titles with GPU PhysX support we haven’t mentioned before, due to their specific nature (oriented on Chinese inner market) and, thus, lack of information about them. Now, as we collected enough data, we are ready to present detailed description.

Hot Dance Party from Perfect World is 3D casual style MMO dancing game, with micro-transactions-like business model. Besides dancing, game includes appearance personalization, pet raising and make-up systems.

Title is using in-house engine called “Angelica 3D“, which is augmented with PhysX SDK based cloth simulation support – dancer’s hairs, ribbons, dresses and skirts are simulated as dynamic cloth objects.

Interesting detail – apart from other GPU PhysX games, which are unplayble with extra PhysX effects enabled and without appropriate GPU from Nvidia, this title runs fast enough with all physics calculated on CPU, while presence of Nvidia GPU only boost framerate.

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Written by Zogrim

February 4th, 2010 at 7:32 pm

Posted in PhysX Games

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Nvidia in responce to AMD: PhysX is multi-threaded

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Earlier this month, AMD critized Nvidia again, this time on crippling PhysX multi-threaded capabilities.

“When they bought Ageia, they had a fairly respectable multicore implementation of PhysX. If you look at it now it basically runs predominantly on one, or at most, two cores. That’s pretty shabby! I wonder why Nvidia has done that?” said Richard Huddy, AMD worldwide developer relations manager, in an interview with Bit-tech.com

“It’s the same thing as Intel’s old compiler tricks that it used to do; Nvidia simply takes out all the multicore optimisations in PhysX. In fact, if coded well, the CPU can tackle most of the physics situations presented to it.”

Tomshardware asked Nvidia for its responce for such allegations, and here is an answer by Nadeem Mohammad, PhysX director of product management:

I have been a member of the PhysX team, first with AEGIA, and then with NVIDIA, and I can honestly say that since the merger with NVIDIA there have been no changes to the SDK code which purposely reduces the software performance of PhysX or its use of CPU multi-cores.

Our PhysX SDK API is designed such that thread control is done explicitly by the application developer, not by the SDK functions themselves. One of the best examples is 3DMarkVantage which can use 12 threads while running in software-only PhysX. This can easily be tested by anyone with a multi-core CPU system and a PhysX-capable GeForce GPU. This level of multi-core support and programming methodology has not changed since day one. And to anticipate another ridiculous claim, it would be nonsense to say we “tuned” PhysX multi-core support for this case.

PhysX is a cross platform solution. Our SDKs and tools are available for the Wii, PS3, Xbox 360, the PC and even the iPhone through one of our partners. We continue to invest substantial resources into improving PhysX support on ALL platforms–not just for those supporting GPU acceleration.

As is par for the course, this is yet another completely unsubstantiated accusation made by an employee of one of our competitors. I am writing here to address it directly and call it for what it is, completely false. NVIDIA PhysX fully supports multi-core CPUs and multithreaded applications, period. Our developer tools allow developers to design their use of PhysX in PC games to take full advantage of multi-core CPUs and to fully use the multithreaded capabilities.

Source: nTersect Blog

Written by Zogrim

January 21st, 2010 at 12:23 pm

Posted in Other

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Dark Void: benchmark and PhysX patch available

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Dark Void page at nzone.com was updated with two new downloads:

Dark Void – PhysX Patch (337 mb)

GeForce users who purchased a retail (boxed) copy of Dark Void. In order to play Dark Void with enhanced PhysX features, a patch must be installed.

Dark Void – PhysX Benchmark (901 mb)

Download the Dark Void PhysX Benchmark and get a taste of this dynamic third-person shooter experience!

Important Notice: Benchmark does not include APEX Turbulence based smoke and particles, so effects amount is equal to PhysX “Low” in-game setting.

If you are insterested in full scale GPU PhysX effects overview, refer to out PhysX comparison video.

Update: Some details on CPU utilization (Intel Core 2 Quad 9400 used)

Read the rest of this entry »

Written by Zogrim

January 20th, 2010 at 8:23 am

Posted in PhysX Games

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