Mirror's Edge

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Mirror's Edge
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GPU PhysX Profile
Hardware acceleration GPU / PPU
Developer(s): DICE
Publisher(s): Electronic Arts
Platform(s): PC, Xbox 360, PS3
Release date(s): US - Jan. 13 2009
EU - Jan. 16 2009
Engine: Unreal Engine 3
Genre: Action-adventure
Mode: Single-player
Rating: ESRB: T
PEGI: 16+
Official website

Mirror's Edge is a action-adventure video game developed by DICE and published by Electronic Arts. Game was released for the PS3 and Xbox 360 in November 2008. Windows version arrives two months later (on January 13 2009), and featured GPU PhysX support.

Mirror's Edge follow the style of a three-dimensional platform game - player guides main character, Faith, through urban environment, avoiding obstacles and hostile characters using movements inspired by free running and parkour.

Contents

PhysX related

As many other Unreal Engine 3 based games, Mirror's Edge relies on PhysX SDK to handle rigid body physics and ragdolls (on CPU), however, it was the first AAA title featuring full-scale GPU accelerated physics implementation.

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Important note for Hybrid PhysX users.

If you're experiencing massive slowdowns with GPU PhysX effects enabled, try to rename/delete PhysXLoader.dll, PhysXCore.dll and PhysXDevice.dll files, found in Mirror's Edge \Binaries directory.

This will force the game to use updated .dlls from PhysX System Software installation.

Switchable GPU PhysX effects includes various cloth objects (tearable banners, flags, curtains - affected by force fields) and particle effects (widely used for glass shards, impact debris and smoke simulation). For more details please refer to PhysX comparison video. Appropriate Nvidia GPU (single ~ GTX 260, dedicated ~ 9600 GT) is required to achieve decent framerate in Mirror's Edge with GPU PhysX content enabled.

Mirror's Edge - PhysX particles authoring
PhysX particles authoring

Integration and authoring of GPU accelerated physics effects took around 5 weeks. Around 150 new physics effects were added.[1]. Most GPU PhysX assets were lighted individually in separate lighting channels, since static lightmaps were already baked. APEX Framework was not used, since even alpha code was not finalized at the time.

Detalization of cloth objects was around 1000-1500 cloth vertices per mesh, skeletal meshes were created and Max and Maya and then edited in Unreal AnimSet Editor. Force fields were used to achieve proper cloth tearing from gunfire.

Unreal Cascade editor was used for particles authoring.

Gallery

References

  1. NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic Destruction to Real-Time Fluid Simulation. GDC 2009

External links


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