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Archive for the ‘Review’ tag

GPU PhysX in Metro: Last Light

with 5 comments

Metro: Last Light, a post-apocalyptic first person shooter with survival horror elements, is joining the family of PhysX enabled titles by offering a support for GPU accelerated physics effects.

Update: Metro Last Light PhysX Benchmarks roundup

Update #2: Metro: Last Light – GPU PhysX Profile

First game in the series – Metro 2033 – was also featuring a GPU PhysX content, however, it was limited to basic particle effects.

Was the Last Light able to improve the results of its predecessor? Let’s find out.

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Written by Zogrim

May 24th, 2013 at 10:54 am

GPU PhysX in Hawken

with 12 comments

GPU PhysX integration in Hawken, free-to-play mech shooter from Adhesive Games, has a long and yet ongoing story – preliminary PhysX effects have emerged in Alpha and Closed Beta versions, then they have undergone a significant overhaul in Open Beta release.

Update: Hawken – GPU PhysX Profile

Update #2: Upcoming PhysX features in Hawken – Destructible Environments

And now, recent “Raider” update has added a set of new, APEX Turbulence based particles effects, and we think that GPU PhysX support in Hawken has grown up enough to be reviewed.

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Written by Zogrim

March 16th, 2013 at 3:03 am

Borderlands 2 PhysX Benchmark roundup

with 8 comments

Borderlands 2 is latest and one of the best GPU PhysX titles so far, but what system do you need to handle it efficiently ?

In following article we’ll try to gather all reliable PhysX benchmarks and tests, published on the web, to determine the GPU and CPU performance patterns of this title.

[19.09.2012] Borderlands 2 – GPU Test by GameGPU

One of the first articles with PhysX performance comparison, includes wide range of NVIDIA GPUs tested. At the same time, scene, choosen for benchmark, is too simplistic and does not fully represent load during actual gameplay.

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Written by Zogrim

October 4th, 2012 at 11:24 am

GPU PhysX in Borderlands 2

with 15 comments

Borderlands 2 from Gearbox Software, first title with GPU PhysX title of Year 2012, has occupied the hearts and minds of many PC gamers the last week.

Update: Borderlands 2 – GPU PhysX Profile

Finally, we are also ready to present our PhysX oriented review of the game and, of course, usuall comparison video, showcasing additional PhysX effects.

In depth overview of the PhysX content and description of the differences between PhysX settings can be found in “Blood, Goo, & Destruction: A Close Look At PhysX In Borderlands 2” article at GeForce.com.

Now, let’s proceed to the review.

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Written by Zogrim

September 24th, 2012 at 7:38 pm

3ds Max 2013: new features of MassFX in review

with 13 comments

Autodesk and NVIDIA continue their effort to create the universal physics simulation system for 3ds Max package – it is known as MassFX.

What has changed in new MassFX version, that comes with 3ds Max 2013, in comparison to the first release? We have tried to answer this question in our review.

One of the main new features of MassFX 2013 is the addition of mCloth – cloth simulation module, which was co-developed with Autodesk. Despite the rumors, mCloth uses PhysX 2.8.4 cloth solver for underlying physical calculations.

In comparison to APEX Clothing tools in PhysX plug-ins, mCloth is clearly oriented on VFX area: “one click” set up (no need to skin the mesh and apply movement constraints, as for APEX), full collisions with MassFX rigid bodies with two-way interaction, vertex group operations (like pin or attach to object), support for dynamic and kinematic cloth, ability to bake the simulation in keyframes.

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Written by Zogrim

April 17th, 2012 at 4:53 am

PhysX 2011: Year in Review

with one comment

It is time to summarize what PhysX Technology has achieved in year 2011, recall the most memorable events and releases.

. GAMES

GPU physics acceleration still can not gain enough momentum – only two games with support for GPU PhysX effects were released this year, this is the lowest result since Ageia was aquired.

One may call this an agony, but NVIDIA has told us that it was “conscious decision” – time was taken to develop and improve underlaying technology (PhysX SDK, APEX, DCC tools), thus sacrificing ability to create content and  integrate it into many games.

It was promised that we will see “more GPU PhysX games next year than you did this year” and even “a lot more in 2013″.

Meanwhile, both GPU PhysX titles released this year were pretty interesting by themselves:

PhysX SDK as physics engine is still widely adopted by developers – over 45 PC console and games were released this year, according to our database.

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Written by Zogrim

December 30th, 2011 at 10:10 pm

Posted in Articles, Reviews

Tagged with ,

Batman: Arkham City PhysX benchmarks roundup

with 5 comments

Time to update PhysX performance metrics of NVIDIA GPUs with newest title with Hardware PhysX support – Batman: Arkham City.

In following article we’ve tried to gather all the benchmarks and tests, published on the web.

[25.11.2011] Batman Arkham City im Technik-Test: Grafikkarten-, DirectX-11- und Physx-Benchmarks by PCGamesHardware.de

German article with graphics benchmarks, overview of DX 11 and PhysX features, and a superficial PhysX tests.

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Written by Zogrim

December 1st, 2011 at 1:13 am

GPU PhysX in Batman: Arkham City

with 16 comments

Batman: Arkham City, sequel to award winning Arkham Asylum title and second GPU PhysX game this year, has finally hit the shelves worldwide.

Update: Batman: Arkham City – GPU PhysX Profile

As usually, we are proud to present you our PhysX review and comparison video, showcasing extra physical effects that can be found in PC version of the game.

Can't view the video ? Watch alternative variant on Vimeo

Some technical details, like difference between PhysX settings, were already revealed in our preview article, so let’s give a score to different aspects of GPU PhysX implementation and compare them to previous Batman: Arkham Asulum title:

QUALITY 8/10

All effects are done accurately, with diligence – you will not see jerky or buggy behaviour (within physics engine limitations, of course), art is fine, almost everything is configured correctly. However, some particle effects could be done better – for example, it is not appealing to see when glass shards are jumping all over the place like they were made out of rubber.

QUANTITY 9/10

PhysX effects are scattered all over the game and accumulated in a places you will visit during main storyline (for example, you won’t see dynamic paper sheets on a random street).

Overall amount of extra physics content is similar to Arkham Asylum, but the components differ: you won’t see many “environmental” cloth objects, like all those banners and flags that can be teared appart with batarang, but in return APEX Clothing module is used extensively to simulate dynamic clothing on characters, including hoodies and coats on thugs, pants on russian twin-clowns, costume of Bruce Wayne, etc.

SPH smoke, steam and fog are rare in this game, but other particles (physical debris, shards, splinters, sparks) can be encountered much more frequently. All boss battles are enhanced with unique particle effects, for example.

As a good tradition, there is psychedelic level with lots of GPU Rigid Bodies. Looks gorgeous, actually, without PhysX effects this scene feels not nearly as vivid and spectacular.

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Written by Zogrim

November 28th, 2011 at 4:36 pm

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