Archive for the ‘Update’ tag
A little bit late, but PhysXLab 1.2.4 has arrived, finally.
This version in compatible with APEX SDK 1.2.4 and includes several bug-fixes.
|PhysXLab 1.2.4 – Release Notes|
- New Features
- APEX 1.2.4 support.
- PhysX SDK 3.2.4 support.
- Smoothing groups preserved from imported mesh.
- Fix for DCC/PhysXLab destructible import problem with multi meshes.
- DE7941: UV-based cutout face selection tool re-enabled.
- Misc. changes
- GRB playground mode removed.
New PhysX DCC plug-ins for 3ds Max and Maya are now available for public download.
Both 2.91 plug-ins contain usuall set of bug-fixes and minor improvements, however, 3ds Max version also presents some interesting new features.
One of them is the integrated APEX Destruction module authoring pipeline (previously only available via PhysXLab), which allows artists to create, tweak and test destructible assets right inside 3ds Max.
Another one is so-called Simulation Sets – basically, an advanced collision filtering feature, which works for rigid bodies and cloth objects.
NVIDIA has released APEX SDK 1.2.4, which contains several minor bug-fixes.
This version is compatible with latest PhysX SDK 3.2.4
|APEX SDK 1.2.4 – Release Notes|
- APEX Framework 1.2.4
- EditorWidgets header files added to binary distributions.
- Added more asset previews for consistency.
- PS3 gcc support has been deprecated in APEX 1.2.4 in favor of SNC. The gcc version is still included but not supported.
- Fixed some allocations that were not going through the user-supplied allocator.
- APEX Destruction 1.2.4
- Fixed contacts not getting detected between PhysX bodies and destructibles when using GRB.
- APEX Clothing 1.2.4
- Fixed issues with teleport and reset.
- Fixed a crash in tangent computations.
- Fixed an issue where tangent results were different for skinned tangents.
- APEX Turbulence / Particles 1.2.4
- Fixed a rare condition issue due to improper scene locking with PhysX 3.2.x in turbulence.
- Fixed GPU memory leak with turbulence/convex collision.
- Fixed an LOD issue with ParticleIOS that could cause a crash.
NVIDIA has revealed new bug-fixing release of the PhysX SDK 3.x – PhysX SDK 3.2.4
Update: PhysX SDK 3.3 Closed Beta Testing begins
|PhysX SDK 3.2.4 – Release Notes|
- Fixed a bug which caused actors to return wrong world bounds if the bounds minimum was above 10000 on any axis.
- Reporting allocation names can now be enabled or disabled (see PxFoundation::setReportAllocationNames). When enabled, some platforms allocate memory through ‘malloc’.
- eEXCEPTION_ON_STARTUP is removed from PxErrorCode and it is no longer needed.
- Added boilerplate.txt to the Tools folder. SpuShaderDump.exe and clang.exe require it.
- PxWindowsDelayLoadHook.h has been moved from Include/foundation/windows to Include/common/windows.
- PxScene::saveToDesc now reports the bounceThresholdVelocity value.
- Fixed a bug in PxDefaultSimulationFilterShader: the value of the second filter constant in the collision filtering equation was ignored and instead the value of the first filter constant was used.
- Fixed a crash bug in PCM collision.
- Rigid Bodies
- Forces applied to bodies (with PxRigidBody::addForce) that go to sleep in the subsequent update now have their applied forces cleared when the body is set to sleep to avoid them being applied in a later update when the body is once more awake. This bug broke the rule that forces applied with PxRigidBody::addForce do not persist beyond the next scene update.
Updated PhysX plug-ins – 2.89.00313 for 3ds Max and Maya – are now available for download.
Update [7/17/2013]: Plug-ins version 2.89.00705 for 3ds Max and Maya released. Please see the Release Notes below.
Update #2: 2.91 PhysX plug-ins are available
|2.89.00313 PhysX plug-in for 3ds Max: Release Notes|
- New Features
- Updated PhysX 2.8.5 and 3.2.3
- Updated APEX 1.2.3
- Fix GPU Simulation Disabled bug when choosing HW mode.
- Fix qs tangent space issue.
2.89.00705 Update Release Notes
- New Features
- Support 3ds Max 2014.
- Exporting material names when exporting PhysX scene.
- Support making dummies as constraint directly via toolbar or menu.
New PhysXLab 1.2.3 was released by NVIDIA today.
Update: PhysXLab 1.2.4 is released
Only several minor bug-fixes and updated PhysX/APEX SDK compatibility are included in 1.2.3 version.
|PhysXLab 1.2.3 – Release Notes|
- New Features
- APEX 1.2.3 support.
- PhysX SDK 3.2.3 support.
- Hull simplification.
- DE7358: Bad APEX convex hull creation in 3.x.
- DE7335: T-junction removal is causing crashes.
- DE7104: Min Fracture Depth not being set in the exported APX if set in the playground.
NVIDIA has released an updated version of APEX SDK.
Update: APEX SDK 1.2.4 is available
New version is compatible with latest PhysX SDK 3.2.3, and also includes a bunch of bug-fixes and some minor new features.
|APEX SDK 1.2.3 – Release Notes|
- APEX Framework 1.2.3
- NxResourceProvider is now case-insensitive by default. To get the old case-sensitive behavior, set resourceProviderIsCaseSensitive true in the NxApexSDKDesc.
- Fixed issues with re-entrant read locks.
- APEX Destruction 1.2.3
- GPU rigid bodies are no longer supported on pre-Fermi hardware.
- Added actor synchronization filtering by damage event depth and fracture event depth.
- Added NxDestructibleActor::setDeleteFracturedChunks() to tell a destructible actor to delete its fractured chunks instead of simulating them.
- Added NxUserDestructibleSyncHandler::onPreProcessReadBegin() and NxUserDestructibleSyncHandler::onPreProcessReadDone() callbacks.
- Edited NxUserDestructibleSyncHandler::onReadBegin() callback. Removed NxUserDestructibleSyncHandler::onSwizzleDone() callback.
- Added NxDestructibleActorSyncState struct. Edited NxDestructibleActor::setSyncParams() method.
- Edited NxDestructibleActor::setHitChunkTrackingParams() method.
- Added new NxDestructibleAssetStats: maxHullVertexCount, maxHullFaceCount, chunkWithMaxEdgeCount.
- NxDestructibleAsset::createDestructibleActor() renamed to NxDestructibleAsset::createDestructibleActorFromDeserializedState().
- NxDestructibleActor::getPartTM() renamed to NxDestructibleActor::getChunkTM().
- IExplicitHierarchicalMesh::IConvexHull::reduceHull function removes vertices from a convex hull until the given limits are reached (after cooking).
- Added both the destructible actor pointer and the chunk index to the NxApexPhysX3Interface::setContactReportFlags() callback when PhysX 3.x shapes are created.
Online free-to-play mech shooter Hawken will be getting a major update on March 5. This so-called “Raider Update” will not only introduce the new Raider mech with new weapons, a new Facility map and plenty of balance tweaks, but will also add an option to enable full-scale GPU PhysX effects.
Update: GPU PhysX in Hawken – review and benchmarks
PhysX High Option: PhysX particles can now be set to High in the Video Settings menu. High (NVIDIA Only) Option will be grayed out if your computer does not meet required specifications.
So far, the game includes only a set of basic PhysX particle effects (that can be called “Medium” PhysX settings) such as impact debris and chunks, while “High” PhysX option should also enable APEX Turbulence based particles.
Be sure to check back on PhysXInfo.com for effects comparison video and PhysX review after the update.
Updated versions of PhysX plug-ins for 3ds Max and Maya, 2.88.00227 and 2.88.00222 respectively, are now available for download.
Update: 2.89 PhysX plug-ins released
|2.88.00227 PhysX plug-in for 3ds Max: Release Notes|
- New Features
- Updated PhysX 2.8.5 and 3.2.2
- Updated APEX 1.2.2
- Make 3.x SDK as default.
- Support exporting without prompt dialog.
- Rigid Body: expose script support for clothing type shape, radius bone and type.
- Fix for the crash when 3ds Max Loading if mParticles installed. Also fix the crash when opening a file with mCloth/mParticles content.
- Fix a bug, if a scene contains a ragdoll, and open the viewer, max will crash when exit.
- Fix clothing baking script issue, making pxBakeClothing() work.
- Fix capsule collision with clothing in 3x mode.
- Fix the bug ‘Pick Ragdoll Shapes’ dialog doesn’t work under 2.8.
- Fix material and submesh parsing issue for a specific user.
- Fix the bug save the num of ContactAgent with a size_t value.
- Fix on a crash defect in weld algorithm.
- Fix the Bug translating the mesh of a ragdoll in an old file will have doubled translation.
- Fix Global scaling support.
- Fix a bug 1745-8317534: Projection mode is not exported correctly to the RepX XML format.
- Fix Bug #7190: PhysX 3.x connect sphere issue disable in Max 2009 SP1.
- Fix Bug #7192: Backstop forces See-through mode.
- Fix Bug #5747: Script error when using “Pick source object” on original object.
- Fix Bug #5869: Color of rigid body does not differ for kinematic/dynamic ragdoll.
- Fix Bug #7199: button missing from Root translation dialog.
Recently it was discovered, that one may already enable PhysX effects in PlanetSide, just by adding several parameters to one of the .ini files of the game. But should one do it?
Bear in mind, that GPU PhysX support was not like “frozen and abandoned” since Beta – it is a part of the game which is yet under active development.
That means, all the fancy particle effects you can unofficially enable today still require some tweaking from both artistical and technical standpoint – that means, visual look of the effects is not yet final, and performance or stability problems may occur.
Thus, if you missed the Beta and want to know what to expect from GPU PhysX in Planetside 2 – go ahead, take a sneak peak.
But we highly not recommend you to leave the “forced” PhysX effects enabled for everyday use – just wait till they will be ready, as such unfineshed feature may give you a false impression of the final content.
Similar suggestion from SOE:
We do plan to reintroduce these portions of PhysX (saying there isn’t any is actually incorrect) at a near future date. These are currently being tested to ensure smooth gameplay. In the interim we don’t advise making these changes for an optimum experience.