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What to expect from GPU PhysX in Batman: Arkham City ?

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Batman: Arkham City tests the patience of PC gamers with several release delays, but will try to wheedle them with DX 11 Graphics and PhysX Technology.

Update: GPU PhysX in Batman: Arkham City - review and comparison video.

Recent comparison trailer gave us a glimpse of extra physics effects, and now we want to provide you with some additional details on what to expect from GPU PhysX content. In addition, new comparison PhysX video was released as well.

As usually, it will be possible to adjust level of in-game physics via “Hardware Accelerated PhysX” option in game’s launcher. There will be three settings:

PhysX Off: all GPU accelerated effects are disabled, only standart CPU physics (like ragdolls) is used.

PhysX Normal: enables additional particles effects (debris, volumetric smoke and steam, etc) and destructible environments.

PhysX High: includes all effects enabled withing “Normal” settings as well as realtime cloth and clothing simulation.

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Written by Zogrim

November 18th, 2011 at 6:33 pm

Mafia II: PhysX effects hands-on

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Gamespot took an exclusive glimpse on several new features, available for PC version of upcoming Mafia II title – GPU PhysX effects via APEX and 3D Vision.

Specifically, the PC version of Mafia II will take advantage of two different aspects of APEX technology. The first, the “clothing module,” will realistically model flowing clothes on what are designated as “primary characters.” In the case of Mafia II, this means Vito (the protagonist) and any other characters that happen to be up close to him will benefit from this module. The APEX clothing module realistically makes trench coats flap in the wind and sway while characters walk or run.

The second APEX module, the “destruction module,” models realistic damage and deformation on exploding objects, as well as the concussive force of a powerful explosion with an “invisible force field” that realistically sends any sufficiently light objects (or characters) flying. We watched a demonstration of this in action with an exploding car, which smashed nearby crates to bits and sent their splinters–and a nearby mobster–hurtling through the air.

It also offers Mafia II an enhanced particle system that creates discrete and unique, procedurally generated debris when you or other characters destroy any of the game’s deformable objects. The demonstration we watched was from the Wild Ones level we’ve covered previously–specifically, the part where Vito and his gangster buddies use tommy guns and Molotov cocktails to tear a rickety wooden diner to shreds. The scraps of wood and shards of glass realistically went flying with each explosion, and we’re told that no two play-throughs should produce the exact same scraps and shards.

While certain statement brings only more confusion, it’s unclear – is Mafia II really using APEX Destruction (in addition to Clothing and Particles modules) or it is just result of misinterpretation, this article is pretty interesting read in overall.

Moreover, material contains some new screenshots, showcasing particle effects in action.

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Written by Zogrim

May 21st, 2010 at 8:18 am

Posted in PhysX Games

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