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Archive for the ‘PhysX Games’ Category

Ghost Recon: Wildlands will be the first game to support NVIDIA Turf Effects

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According to this video from latest NVIDIA press event, a new grass simulation technology called NVIDIA Turf Effects will make it first appearence in the Ghost Recon: Wildlands title from Ubisoft.

This video segment is narrated as follows:

When heading into open space, the Ghosts will find themselves surrounded by realistic grass plains, featuring improved physics interations with the help of the Turf tech

As mentioned in the previous announcement, Turf Effects module will feature DX12 implementation and most likely won’t be exclusive for NVIDIA GPUs.

Written by Zogrim

March 1st, 2017 at 11:05 pm

Posted in GameWorks, PhysX Games

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Fallout 4 beta patch adds Nvidia FLEX based particle debris effects

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Recent 1.3 Beta update (availabe through Steam on PC) for Fallout 4, among various bug fixes, adds several new graphics features – HBAO+ ambient occlusion and, suprisingly, physically simulated debris effects from bullet impacts, exclusive to NVIDIA GPUs.

(You can also find some comparison videos on YouTube – Link 1, Link 2)

More intersting, said effects are completely based on the new NVIDIA FLEX solver, and are not using any portions of PhysX SDK, like many other GPU PhysX games.

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Written by Zogrim

January 16th, 2016 at 6:32 pm

Posted in GameWorks, PhysX Games

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Warface will adopt VisualFX and PhysX effects

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Warface, free-to-play online shooter, powered by CryEngine and developed by Crytek, will soon be enhanced with GPU accelerated PhysX and VisualFX effects – according to NVIDIA.

PhysX (APEX) Particles module will be used for impact debris effects on “concrete, grass, soil, wood, sand and the like” surfaces, while NVIDIA (APEX) Turbulence module will provide “simulation and rendering of physically correct smoke, dust and other fluid dynamics effects“. As the result:

Engine exhaust, smoke from explosions, dust from falling debris and spinning helicopter rotors can interact with the rest of the environment, both static and dynamic. Combined with PhysX particles, Turbulence provides a 1-2 punch of dynamism and realism.

As interesting note, it seems that NVIDIA as expanding the strategy of providing GPU accelerated PhysX effects in titles without native (core-physics) PhysX SDK integration, which potentially means that they can be adopted by any game or engine. Combined new core-PhysX integrations (such as UE4 with default PhysX 3, Clothing and Destruction implementation), such strategy can yield positive results on the amount of GPU PhysX titles.

Written by Zogrim

March 19th, 2014 at 7:56 pm

Adding GPU PhysX support to Assassin’s Creed IV: interview with Ubisoft Kiev

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After the latter update, PC version of the Assassin’s Creed IV: Black Flag (AC IV) has became the first Ubisoft’s game that implements GPU accelerated PhysX effects.

In the Black Flag, GPU PhysX support was shaped into volumetric particle effects (“PhysX Particles“), implemented through the APEX Turbulence module.

Bearing in mind that Assassin’s Creed series is already using competitive physics solution, Havok Physics engine, it was certanly an interesting technical task.

Semen Kovalev, Producer of Assassin’s Creed IV for PC at Ubisoft Kiev, was kind enough to share company’s experience on the PhysX integration process. What kind of GPU accelerated physics effects can be found in Assassin’s Creed IV: Black Flag?

Semen Kovalev: In Assassin’s Creed IV: Black Flag, our development team decided to focus on adding physical smoke effects to the game. The smoke effects are present in a variety of forms such as smoke from flintlock pistol or musket shots, smoke bombs.

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Written by Zogrim

December 20th, 2013 at 8:47 pm

Assassin’s Creed IV: Black Flag was patched to include Turbulence effects

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GPU PhysX effects, in a form of APEX Turbulence based smoke, are now available in the PC version of the Assassin’s Creed IV: Black Flag title.

Update: Adding GPU PhysX support to Assassin’s Creed IV – interview with Ubisoft Kiev

We have prepared a short comparison video to showcase the effects.

Turbulence smoke is utilizing latest APEX 1.3, can cast and recieve shadows on a rendering side, and is applied to a number of environmental and combat assets throughout the game.

Particles are affected by forcefields (such as shots and explosions) and weather conditions (such as wind). They can interact with characters and are also colliding with static level geometry, as a nice addition.

Written by Zogrim

December 18th, 2013 at 11:35 pm

APEX Turbulence and Dynamic Fur – now in Call of Duty: Ghosts

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As promised earlier, PC version of Call of Duty: Ghosts title was recently patched to include a set of GPU accelerated physics effects.

Update: Dynamic Fur – technology overview and comparison video

New NVIDIA’s dynamic hair and fur simulation technology is making a debut in this game. It allows to realistically render and simulate multiple strands of fur on animals characters such as Riley the Dog.

In addition to the nice look (especially in motion), Dynamic Fur feature is utilizing DX Compute, according to the information we have recieved, and thus should be available to AMD users as well.

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Written by Zogrim

November 26th, 2013 at 10:06 pm

Turbulence effects will be added to Assassin’s Creed IV with a patch

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According to the “Graphics & Performance Guide” article, published at, upcoming PC version of the Assassin’s Creed IV: Black Flag title will not only feature graphics enhancements such as HBAO+ , TXAA anti-aliasing or improved shadows, but also include GPU accelerated PhysX effects in a form of APEX Turbulence based smoke and steam.

Update: Assassin’s Creed IV: Black Flag was patched to include Turbulence effects

If you played Batman: Arkham Origins, or checked out our “Batman: Arkham Origins Graphics & Performance Guide”, you’ll have seen the game-changing benefits our new GPU-accelerated PhysX APEX Particle system brought to the Batman prequel. In the not too distant future, an Assassin’s Creed IV: Black Flag game update will introduce APEX Particles that are manipulated by external forces such as gravity, wind, character movement, and explosions, courtesy of the APEX Turbulence system.

As in Batman: Arkham Origins, Assassin’s Creed IV’s APEX Particles will be further enhanced by the addition of Particle Shadow Mapping (PSM), which enables select particle effects to cast shadows, and self-shadow one another. This is particularly beneficial for thick, heavy smoke effects, such as Kenway’s smoke bomb, instantly emphasizing the density of the effect to the viewer, further increasing image quality.

However, one may notice that Turbulence effects won’t be avaialble at launch, but added later on in a patch.

Written by Zogrim

November 19th, 2013 at 7:47 pm

Posted in PhysX Games

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Star Citizen and Project CARS will include GPU accelerated PhysX and APEX effects

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The NVIDIA’s “The Way It’s Meant to be Played” (Editors Day 2013) media event, which was held today in Montreal, has brought us some interesting, PhysX related news.

New games are joining the line of GPU PhysX titles, such as Star Citizen, an upcoming space flight simulator from Cris Roberts, fully crowdfunded by fans.

While it is still early to discuss exact details of the integration (since Star Citizen will be released somewhere in 2015), the plan is to have several APEX based features, such as particles, turbulence and clothing, in the game.

Since Star Citizen is based on CryEngine 3, we can expect a “PhysX SDK-less” integration, where APEX modules will work on top of CryEngine own physics system. Finally, some APEX features, such as simulated character clothing, may be available for AMD users as well, running on CPU.

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Written by Zogrim

October 17th, 2013 at 8:03 pm

Some facts about GPU PhysX effects in Batman: Arkham Origins

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Many of you have probably already seen the first PhysX trailer for upcoming Batman: Arkham Origins title, extracted from PAX 2013 stream and narrated by Tom Petersen.

Update: official trailer

However, we were able to abtain some additional and interesting information on GPU PhysX support in the new Batman game.

  • Arkham Origins is using PhysX SDK 2.8.4, coupled with newest APEX 1.3.
  • The game will be very heavy on Turbulence effects – all the interactive fog and steam, as seen in the video, is based on APEX Turbulence module. More common SPH particles, known from other PhysX games, will be not present in Arkham Origins.
  • Dynamic snow is a complex simulation, that is using a set of vortex, attractors, jets, turbulence grids, and noise field samplers.
  • The game will have certain amount of environmental cloth assets (paper, banners, etc), but no enhanced clothing on character.
  • GPU Rigid bodies or APEX Destruction module will be not used in Batman.

Batman: Arkham Origins is scheduled for release on October 25, 2013.

Written by Zogrim

September 10th, 2013 at 9:58 pm

Posted in PhysX Games

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Call of Duty: Ghosts will be enhanced with GPU PhysX effects

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Quite interesting news have arrived from Gamescom 2013 today – Call of Duty: Ghosts, new installment in the Call of Duty series, will include additional GPU accelerated PhysX effects on PC.

Update: APEX Turbulence and Dynamic Fur – now in Call of Duty: Ghosts

According to our information, COD: Ghosts will be the first game to feature several new additions to the APEX Turbulence module, related to rendering of the effects.

In current games (such as Warframe or The Bureau: XCOM Declassified), Turbulence effects, while having on complex eulerian simulation underneath, are usually visualized as a particle clouds, with each particle visibly separated one of each other.

Turbulence effects in Warframe

New Call of Duty, in comparison, should bring us natural-looking, fully physically simulated volumetric smoke and dust effects with the quality, close to those seen in pre-rendered VFX scenes.

And paired with Batman: Arkham Origins, Call of Duty: Ghosts will make this autumn quite exciting for every gamer, interested in PhysX technology.

Written by Zogrim

August 23rd, 2013 at 9:10 pm

Posted in PhysX Games

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