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Archive for the ‘Presentation’ tag

Post-GDC 2013: Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction

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A very interesting presentation from Game Developer Conference 2013 – “Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction” by Dane Johnston (NVIDIA), Aron Zoellner (NVIDIA), Tramell Isaac (SOE) and Ryan Elam (SOE) – is now finally available for replay from GDC Vault.

The presentation covers the basic features and authoring pipeline of APEX Turbulence and APEX Destruction modules, among other modules, and also provides a little post-mortem on how those modules were utilized to enhance several latest GPU PhysX games – PlanetSide 2 and Hawken.

It was also revealed during the talk, that with current implementation of GPU physics effects in Planetside 2 developers have only “scratched the surface of what APEX can do”, as more advanced content, including enhanced Turbulence effects, Destructible environments (like player created bases) and potentially Environmental cloth will be coming to the game in the future.  Good news for PlanetSide 2 players.

During Hawken and APEX Destruction part, it was mentioned that upcoming improvements for the Destruction module will include networking sync support, damage based vertex coloring, more authoring tools options (PhysX plug-ins, third party) and also a new damage system, that is based on artist feedback.

Finally, the APEX Hair & Fur was mentioned as the upcoming module.

Written by Zogrim

April 24th, 2013 at 5:46 pm

Post-GTC 2013: GPU PhysX effects in Borderlands 2 post-mortem

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Folks at TomsHardware have kindly uploaded an onscreen recording of the “Post Mortem: GPU Accelerated Effects in Borderlands 2” talk, which was presented at GPU Technology Conference (GTC 2013) and, later on, at Game Developer Conference (GDC 2013) in March, and is not yet available through official channels.

The presentation covers the implementation details and the authoring process of the extra physics effects (impact debris particles, simulated cloth and SPH fluids) for one of the best game with GPU PhysX support – Borderlands 2.

Written by Zogrim

April 5th, 2013 at 10:20 pm

Pre-GDC 2013: APEX and PhysX Presentations overview

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Official NVIDIA page for the upcoming Game Developer Conference 2013, which will be held on March 25-29 in San-Francisco, is now online.

Current schedule reveals several presentations, dedicated to APEX and PhysX Technologies. Let’s take a look on what we can expect this year:

March 28th, West Hall, Room #2002

Post Mortem: GPU Accelerated Effects in Borderlands 2

11:15 am - 12:15 pm.

Dane Johnston, Technical Artist, NVIDIA. James Sanders, Director of Visual FX, Gearbox.

Borderlands 2 released to critical acclaim on September 18th, 2012 and showcased a wide variety of NVIDIA CUDA®-accelerated GPU effects. This session will dive into the exact effects that were featured and their benefits to the visual fidelity of the gamer experience.

Side-by-side examples of how GPU-accelerated effects are changing the gaming landscape will be demonstrated in a gaming session. Further examinations into the production process and effects creation will also be explored.

Read the rest of this entry »

Written by Zogrim

February 20th, 2013 at 3:46 pm

APEX Destruction presentation from MIGS 2011

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Autodesk has uploaded several partner presentations from Unreal University event at MIGS 2011 (Montreal International Gaming Summit).

One particular session – “UDK Overview || Nvidia session” – is provided by NVIDIA, in which Johnny Costello, PhysX content engineer, gives overview of APEX Destruction module functionality and it’s usage inside UDK (starting from 30:00).

This session covers pretty basic Destruction authoring features (PhysXLab, slicing, depth settings, playground, exporting to UDK, etc) – so for those who is already familiar with APEX or previosly released tutorials (set #1, set #2), it won’t say anything new. However, it is worth watching for a beginner.

Note: one interesting feature was mentioned during the presentation – in near future Destruction module will support objects deformation through joints.

Written by Zogrim

November 5th, 2011 at 2:04 am

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