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Archive for the ‘Preview’ tag

Some facts about GPU PhysX effects in Batman: Arkham Origins

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Many of you have probably already seen the first PhysX trailer for upcoming Batman: Arkham Origins title, extracted from PAX 2013 stream and narrated by Tom Petersen.

Update: official trailer

However, we were able to abtain some additional and interesting information on GPU PhysX support in the new Batman game.

  • Arkham Origins is using PhysX SDK 2.8.4, coupled with newest APEX 1.3.
  • The game will be very heavy on Turbulence effects – all the interactive fog and steam, as seen in the video, is based on APEX Turbulence module. More common SPH particles, known from other PhysX games, will be not present in Arkham Origins.
  • Dynamic snow is a complex simulation, that is using a set of vortex, attractors, jets, turbulence grids, and noise field samplers.
  • The game will have certain amount of environmental cloth assets (paper, banners, etc), but no enhanced clothing on character.
  • GPU Rigid bodies or APEX Destruction module will be not used in Batman.

Batman: Arkham Origins is scheduled for release on October 25, 2013.

Written by Zogrim

September 10th, 2013 at 9:58 pm

Posted in PhysX Games

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Metro Last Light: GPU PhysX effects explored

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More or less detailed information on GPU PhysX support level in the upcoming Metro: Last Light title was revealed today in the “Metro: Last Light Graphics Breakdown & Performance Guide” article by NVIDIA.

Update: GPU PhysX in Metro: Last Light

Similar to the previous Metro 2033 game, Last Light features two levels of PhysX integration – standart, CPU based physics calculations like rigid body physics and ragdolls, working on all platforms from PC to consoles, and extra, so called “Advanced PhysX” effects, designed to be accelerated on the GPU.

According to the article, advanced physics effects will include:

  • Physically simulated particles such as impact debris, sparks, extra chunks from destructible objects and other types of environmental particles.
  • SPH based smoke and fog simulation, that reacts to players movements and actions. With the advanced physics disabled, players will see only pre-backed non-interactive animation instead of real-time simulation.
  • Interactive cloth objects, such as banners, flags and drapes. Yet again, without advanced PhysX option enabled, most cloth will remain pre-animated or static.
  • Dynamic forcefields, such as shockwaves from grenade explosions, that will affect all types of the PhysX effects decribed above, for example, repell all nearby particles and rigid bodies upon detonation.

Looks solid and it seems that PhysX effects in Last Light will end up being more vibrant and diverse than in previous Metro title.

As always, you can expect full PhysX review here on PhysXInfo.com short after Metro: Last Light release, which will happen this week.

Written by Zogrim

May 13th, 2013 at 9:59 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.

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Written by Zogrim

February 20th, 2013 at 3:46 pm

Online shooter Warframe to feature GPU PhysX support

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Eager to see what kind of GPU PhysX games can one expect in 2013?

Welcome Warframe – online free-to-play third person shooter/slasher, being developed by Digital Extremes, a company that has brought as games such as The Darkness 2 and Dark Sector.

Update: official PhysX trailer available

As wielders of Warframes, ancient combat exoskeletons, players will have to fight their way, with swords and guns, through procedurally generated levels across the Solar System.

Intense cooperative PvE (up to 4 players) gameplay of Warframe is complemented by several MMO-style features, such as crafting system, upgradable equipment and weapons, boss raids, etc.

Warframe is based on the last generation of Digital Extemes’ in-house engine – Evolution Engine – which features not only very nice, DX 11 enhanced visuals, but also PhysX SDK 3.2 and APEX 1.2 integrations.

Read the rest of this entry »

Written by Zogrim

January 31st, 2013 at 1:12 pm

Posted in PhysX Games

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Hawken Open Beta: update on GPU PhysX support

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Online first-person mech shooter Hawken, that may be already familiar to our readers, has reached the Open Beta state this week (whilst release date has been delayed).

Update: Hawken – official PhysX trailer

Update #2: full GPU PhysX support will be enabled in March 5 update

Update #3: GPU PhysX in Hawken – review and benchmarks

What kind of PhysX content current Beta has to offer ? Let’s find out.

Hawken still contains only physical particle PhysX effects, however, they have recieved a noticable overhaul over a recent month. APEX Turbulence based simulations were postponed as it was decided to give them a few rounds of additional polishing. Finally, APEX Destruction module and destructible environments will be added to the game in early 2013.

Current set of PhysX Particles includes following effects:

  • Particles from explosions and impact debris (pieces of concrete, strips of metal, etc).
  • Small parts and chunks flying off on weapon impacts on mechs.
  • Additional debris generated as mech walks, dashes or lands.
  • Forcefields (from explosions and moving mechs) to push around any ambient PhysX particles.

In overall, particle effects are done well, they are pretty intense (battlefield will be covered with chunks and debris in just a few seconds after first machine gun bursts) and are adding a certain amount of juice to the visual look of the game. We can name only one flaw – particle effects lack variety, a little.

Read the rest of this entry »

Written by Zogrim

December 15th, 2012 at 3:09 am

PlanetSide 2 Closed Beta: PhysX Effects Preview

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PlanetSide 2 is an MMO first-person shooter under development by Sony Online Entertainment and, along with Hawken, another title with GPU PhysX support arriving this year.

Update: initial release of PlanetSide 2 won’t have any of the GPU PhysX effects, they will be added later, in one of the patches.

Update #2: GPU PhysX is now officially enabled in PlanetSide 2

Recent beta patch has added preliminary PhysX content to the game and we decided to give it an inspection.

PlanetSide 2 is the first major game title to utilize PhysX SDK 3.x (SDK 3.2 specifically). PhysX integration is powering almost every physics calculation in the game – collision and hit detection, character controller, aerial and land vehicle physics and so on. As interesting note, PlanetSide is also using upcoming APEX Dynamic Systems module for vehicle modelling.

GPU accelerated content is driven by APEX Particles and APEX Turbulence modules, supplemented by several other tools like APEX ForceField module. Latest APEX version 1.2 is utilized.

Read the rest of this entry »

Written by Zogrim

November 16th, 2012 at 3:03 am

Hawken Closed Beta: PhysX Effects Preview

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Hawken, upcoming online mech-based shooter with GPU PhysX support, has entered stage #2 of closed beta testing. We have decided to examine the current state of hardware accelerated PhysX content in this title.

Update: PhysX effects in Hawken Open Beta. What has changed ?

From technical standpoint, Hawken is based on Unreal Development Kit engine, paired with APEX 1.2 on PhysX SDK 2.8.4.8 – such combination presents interesting opportunities.

But so far, only lowest level of PhysX Effects (“PhysX Particles – Low” option) is available, which includes only physical particles of various types – impact debris, scraps from explosions and destroyed robots, concrete chunks as result of mech movement.

Current effects are looking not bad, but to be honest, some additional polishing won’t hurt (for example, particles are not casting shadows and impacts on metal surfaces should emit sparks, not debris). Let’s just blame the Beta state.

Of course, one can disable all extra PhysX content completely, by setting “PhysX Particles” option to “Off”.

As it was announced previously, APEX Turbulence and APEX Destruction modules will also make their appearance in this game, but we don’t have a confirmation currently, whether they will available at launch or released as post-launch update.

As the release date (December 12) approaches, we will try to keep a close eye on Hawken. Meanwhile, you can join the discussion at our forum.

Written by Zogrim

November 9th, 2012 at 4:26 am

GDC 2012: new PhysX and APEX technology revealed

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Gametrailers has published several videos, revealing what kind of newest additions to PhysX SDK engine and APEX Framework were showcased at NVIDIA Booth, at current GDC.

First video is showing yet experimental technology – new cloth solver and real-time fracturing.

Wooly character contains 840 000 particles simulated as 100 000 invidual strands of fur and is running on new solver that is currently under active research.

Real-time fracturing will be nice addition to the APEX Destruction module, which, currently, is utilizing only pre-fractured meshes. Fracturing happening in real-time, accordingly to impact force and point of damage application will certanly make destruction look more natural and immersive.

Update: more detailed videos of new fracturing engine.

Update #2: fur simulation technology video

Read the rest of this entry »

Written by Zogrim

March 9th, 2012 at 2:24 pm

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.

Read the rest of this entry »

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.

Read the rest of this entry »

Written by Zogrim

May 21st, 2010 at 8:18 am

Posted in PhysX Games

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