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Archive for the ‘Video’ tag

Echoes from the past: The PhysX of Switchball

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Switchball has a special place in a history of hardware PhysX acceleration, as it was one of the first games with support for Ageia PhysX cards (Switchball demo was included on a CD with PPUs, although the game itself was released later one, in 2007).

Following video, showcasing the physics of Switchball in action, was prepared by our fellow reader Andrew “MohawkADE” Elliott.

Being a physics based puzzle-platfromer title, Switchball was offering special puzzles using SPH fluid dynamics and cloth simulation exclusive for Ageia PPU owners (if PPU was not found in the system, such sequences were substituted with less advanced versions).

Written by Zogrim

May 1st, 2012 at 3:52 pm

Posted in PhysX Games

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GPU PhysX trailer for Borderlands 2 was caught on camera

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Following trailer, showcasing hardware accelerated PhysX effects in upcoming Borderlands 2 title from Gearbox Software, was recorded on camera by one of the participants of Nvidia GeForce GTX Meet-Up event, which was held in San Francisco on March 28.

Update: alternative version

Now you can see all previosly mentioned effects – physical particles, tearable cloth and dynamic fluids – in action.

Written by Zogrim

March 29th, 2012 at 9:40 pm

Posted in PhysX Games

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QQ Dance 2: Party will not go on without PhysX

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QQ Dance 2 is a sequel to ultra-popular (over 2 million concurrent users, 100 million registered users) Chinese online dancing game called, obviously, QQ Dance.

Build on proprietary H3D engine, QQ Dance 2 will not only provide significant improvement in visual fidelity, but also feature fully simulated clothing and hair on characters using PhysX SDK 2.8.4 and APEX Clothing module.

Presented demo is containing 50 000 simultaneously simulated cloth vertices (for example, even most intense scene in Mafia 2 has no more than 15 000 cloth vertices).

QQ Dance 2 is supposed to be released in Q4 2012. This game will not only support GPU acceleration, but also have a CPU path for non-NVIDIA systems.

Written by Zogrim

March 22nd, 2012 at 3:59 pm

Posted in PhysX Games

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Post-GDC 2012: NVIDIA APEX Showcase

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NVIDIA has uploaded a set of demontrational videos, which were used to showcase features of NVIDIA APEX toolset, its authoring capabilities and games integrations examples at GDC 2012.

APEX Turbulence Module

We find APEX Turbulence demo particularly impressive, since particle simulation of such magnitude and complexity (scene contains up to 180 000 particles combined) is yet to be seen in games, while it can be used to create new generation of realistic smoke, dust and explosion effects.

It is good to see that this module has finally reached production stage. Turbulence is promised to be released as part of APEX 1.2

Read the rest of this entry »

Written by Zogrim

March 13th, 2012 at 10:31 am

More PhysXLab tutorials: Fracture Maps and Multi FBX import

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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

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Written by Zogrim

December 7th, 2011 at 11:17 pm

Posted in PhysX Tools

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GPU PhysX in Batman: Arkham City

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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.

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Written by Zogrim

November 28th, 2011 at 4:36 pm

Batman Arkham City: PhysX Benchmark comparison

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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.

Written by Zogrim

November 25th, 2011 at 2:50 pm

Posted in PhysX Games

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PhysX Comparison Trailer for Batman: Arkham City

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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.

Written by Zogrim

October 18th, 2011 at 11:33 pm

Posted in PhysX Games

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GPU PhysX in Alice: Madness Returns

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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.

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Written by Zogrim

June 17th, 2011 at 5:47 am

Posted in PhysX Games

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NVIDIA Glowball demo showcases PhysX calculations on Tegra 3 device

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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.

Written by Zogrim

May 30th, 2011 at 10:45 am

Posted in Other, PhysX Hardware

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