Archive for the ‘Video’ tag
More PhysXLab tutorials: Fracture Maps and Multi FBX import
NVIDIA has uploaded new portion of video tutorials, covering various aspects of APEX Destruction authoring process using PhysXLab tool.
First set of tutorials is explaining creation and usage of Fracture Maps – simple black-and-white images, that can be used to specify fracturing pattern for cut-out fracturing mode.
APEX Destruction: Fracture Maps (Part 1) – Photoshop
APEX Destruction: Fracture Maps (Part 2) with PhysXLab
GPU PhysX in Batman: Arkham City
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.
| AMOUNT | 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.
Batman Arkham City: PhysX Benchmark comparison
Continuing the good tradition of it’s predecessor, Batman: Arkham City provides built-in benchmark with GPU PhysX (and also DX11) effects, however this time sequence is significantly shorter and less diverse.
Update: GPU PhysX in Batman: Arkham City - review and comparison video
For those who is interested how it looks like, we have prepared following video which is showcasing the difference between minimum and maximum PhysX settings.
Meanwhile, full-scale comparison PhysX video is in the works and should be available next week.
Stay tuned.
PhysX Comparison Trailer for Batman: Arkham City
First trailer, showcasing supplementary GPU PhysX content for upcoming Batman: Arkham City title in comparison to normal “console” physics layer, was revealed today.
Update: PhysX in Batman: Arkham City article at GeForce.com
Some effects, like SPH smoke, cloth banners and “dynamic” paper, are familiar for us from previous Batman game, others, like intense particle effects, are promising new experience and immersion.
Slightly delayed PC version of Batman: Arkham City is set to be released at November 18, 2011.
GPU PhysX in Alice: Madness Returns
Alice: Madness Returns, highly anticipated sequel to original American McGee’s Alice, and first game with GPU PhysX support for this year. As always, we have prepared comparison PhysX video – for your viewing pleasure.
Update: PhysX benchmarks roundup
Update #2: Comparison PhysX screenshots available
GPU PhysX content in Alice: Madness Return can be characterized as “Particle Madness“. In a good way – this game contains probably most rich and diverse physically simulated particle effects, of all games with hardware PhysX support. From habitual and universal debris, chunks, smoke and dust (emitted either by player’s weapons or enemies) to environmental particles (dynamic leaves, ash, bubles, etc) and place-specific effects.
Physical simulation of goopy oil-like substance, that is spawned when black “Ruin” beings are damaged or killed, requires a special notice. During intence fights, up to 10 000 SPH fluid particles, which are colliding with level geometry and reacting to player’s movement, can be processed simultaneously.
NVIDIA Glowball demo showcases PhysX calculations on Tegra 3 device
NVIDIA has has published a nice video, that is showcasing technical demo called “Glowball”, running on their next quad-core mobile chip known as “Project Kal-EL” or Tegra 3, presumably.
Glowball demo features some complex (for a mobile device) real-time dynamic lighting and shadowing effects, and decent level of PhysX based physics calculations – rigid body barrels and drapes, fully simulated as cloth obejcts.
Cloth simulation is partically interesting: scene contains 10 drapes, likely 100-150 vertices each, affected by gravity and board movement, calculated simultaneously – new kind of physics effects for mobile devices. This tech can be used not necessarily for flags or banners, but for dynamic clothing on characters, for example.
Demo was running on PhysX SDK 2.8.4.5.
Update: More physical demos on Tegra 3 platform
Mobile devices are interesting environment for PhysX SDK to evolve and adapt, so we are eager to see how things will play out in this direction.
WeeklyTube Issue 50: PhysX video overview

Apolo Studios Framework Physics Integration by apolostudioschannel
PhysX SDK integration in Apolo Studios rendering engine.
Block Fuse – Playthrough by AquaGeneral
Simple physics game by our fellow reader AquaGeneral. It is using Unity engine.
NVIDIA APEX and UDK: Destruction Project
Since March version of Unreal Development Kit, that has brought us NVIDIA APEX integration, users are playing with the new features trying to figure out their capabilities and limitations.
One of the most noticeable examples is this Destruction Project by the user named RU1NOUS. Even in current state it is demostrating nice a clean level design, good usage of general APEX Destruction features and interaction of APEX actors with tearable cloth objects.
Currently, APEX Destruction still requires a lot of work to make it really powerful and practical fracturing/destruction simulation tool, so let’s hope NVIDIA has all necessary additions on the roadmap.
We’ll try to keep the eye on RU1NOUS’s work and will update this post accordingly.
WeeklyTube Issue 48: PhysX video overview

Unity 3D | PhysX Fun | Part 2 (Ragdoll) by NSDGames
Amusing video, made with Unity 3D and PhysX ragdolls.
XNA and PhysX Demo by jasonmitchell18
Demo of simulation features for PhysX.NET wrapper in XNA.
Tutorial: APEX Destruction authoring in PhysXLab
NVIDIA has uploaded several tutorials videos, which provide step-by-step overview of authoring process and in-deph description of APEX Destruction module features – slice fracturing and cut-out fracturing pipelines using PhysXLab tool.
Update: New tutorials provide in depth view of APEX Destruction usage in UDK
APEX Destruction PhysXLab Tutorial: Cut-out Fracturing












