NVIDIA has finally released first public version of the newest PhysX SDK 3.4 (and corresponding APEX 1.4). Please mind the pre-release status, final SDK should be available end of February 2017.
[Update - March 01 2017]: Final release of PhysX SDK 3.4 is now released on GitHub
One of the biggest features of the SDK 3.4 is the introduction of the GPU accelerated rigid body feature (GRB). It supports the entire rigid body pipeline feature-set (except for articulations). The state of GPU rigid bodies can be modified and queried using the exact same API as used for CPU rigid bodies. GPU rigid bodies can interact with clothing and particles in the same way that CPU rigid bodies can and can easily be used in conjunction with character controllers and vehicles.
Leveraging computing capabilities of a graphic processor, GPU accelerated rigid bodies can provide significant performance advantages over CPU simulation in scenes with several thousand active rigid bodies.
Please Note: GRB feature is implemented in CUDA and requires SM3.0 (Kepler) or later compatible GPU
Other notable features of PhysX SDK 3.4 include:
- general performance optimizations and improvements
- new API to access low level contact generation and constraint solver
- enhanced determenism mode
- speculative CCD, which works with kinematic rigid bodies
- sweep based suspension for vehicles
… and many more.
Full release notes are available here: PhysX SDK 3.4 Release Notes
PhysX SDK 3.4 source code can be found at http://github.com/NVIDIAGameWorks/PhysX-3.4
Please Note that you’ll require an approved GitHub account, as described here.