Archive for 2009
Orbaz Particle Flow Tools Box#2 Pro, PhysX SDK based plug-in for 3ds Max, was updated to version 1.05. Most important change in this release is native support for 64-bit versions of 3ds Max, that was achieved previously by custom wrapper around 32-bit PhysX SDK.
We’ve managed to contact Oleg Bayborodin, PFlow developer, to recieve some commentaries:
“1.05 version of Box#2 Pro uses 64-bit PhysX SDK v.2.8.3. That allowed us to switch completely to native PhysX libs for both 32- and 64-bit versions. The new version works without restrictions on 64-bit flavors of Win XP, Vista and Windows 7. The update is not a beta, and it is available to all licensed users of Box#2 Pro.
The overall switch to 64-bit PhysX SDK was very smooth since the plug-in problems related to 64-bit version were already taken care of during Box#2 beta. The only thing we did, is to switch from our “hack” PhysX 64-bit library to the NVIDIA’s one. Apparently, with larger RAM pool available, it’s possible to work with larger scenes. Please keep in mind that the new PhysX SDK did not remove the limitation of 64K simulation items per PhysX scene.”
Taking advantage of PhysX simulation engine (included free, works with and without PhysX-enabled hardware), Box#2 Pro provides operators and tests to replicate real-world effects such as natural and man-made forces, binding particles together and then breaking the bonds, collisions between particles and with other objects, and more.
Box#2 Pro enables special-effects artists to fully harness the power of 3D software to create such effects as beaded curtains, chains, collapsing buildings, destructible environments, and much more.
You can watch Box#2 demo video here
PhysXInfo.com is now available on Facebook. Join our community and stay plugged into PhysX world.
As we mentioned before, not much PhysX content this weeks, but we expect some decent activity in November.
PhysX Hand by vneshaug
Hand approximation by PhysX capsules and box for force-feedback data glove.
Mirror’s Edge on my PC with NVidia PhysX by sgtNoob09
Mirror’s Edge gameplay video, focused on PhysX effects showcase.
Metro 2033 title by 4A Games studio, based on “Metro 2033″ novel by Dmitry Glukhovsky, will be published by THQ and is slated for release in Q1 2010 for PC and Xbox 360. Story will be focused on survival in post-apocalyptic Moscow subway system.
According to our information, this title will not only use PhysX SDK for all in-game physics calculations on CPU, but will feature supplementary GPU PhysX content as well.
Quoting develop-online.net article
“Metro 2033 boasts some of the most advanced graphics and PhysX effects we’ve ever seen,” said Ujesh Desai, vice president of GPU business at NVIDIA. “From what we’ve seen so far, this will be a showcase PC gaming title for 2010.”
Two questions may bother some people, interested in PhysX nowadays – “Are those hybrid ATI+NV PhysX configurations really working ?” and “How new GeForce GT 220 can perform as dedicated PhysX card ?“. User soothepain from coolaler.com forums has performed a bunch of tests, that can answer both of those questions.
System, used for benchmarks includes Intel Core i7 975 Extreme CPU, 6GB DDR3 RAM, EVGA Classified X58 Motherboard, ATI HD 5870 and Nvidia GeForce GT 220 GPUs running on Windows 7 RC7100 64-bit OS.
Three setups were tested:
Single GT 220 (Both graphics and PhysX processing)
Single HD 5870 (CPU is calculating all PhysX effects in this case)
HD 5870 for graphics + GT 220 for PhysX (using GenL Mod)
Nvidia start to propagate invitation to Launch Party event, that will be hold at Nvidia campus in Santa Clara on October 30. New graphics card is going to be launched (no, not Fermi), with curious promise to “take PhysX to the next level”.
Insufficient details leaves some space for speculations, but we think that new GeForce GT240, another GPU in Nvidia’s 40nm line, will be revealed. Probably – new GPU PhysX title is going to be announced too.
Update: some sources indicates that it will be dual card with GT200b (graphics) + G92 (PhysX) GPUs, like GTX275 and GTS250 combined on one PCB.
And what’s your opinion ? tell us in comments.
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Expreview asked its readers recently, about which physics acceleration technology looks more promising to them.
Now, after 5 days and 281 votes, Nvidia PhysX is leading, Bullet is going second (probably, thanks to AMD users and all recent hype, as Bullet was listed as “AMD Bullet”, while being independent development), Intel Havok comes third.
Polling is not over, so you still can lend your vote.
Vadim Mir has updated RayFire Tool plug-in for 3ds Max to version 1.46. RayFire is focused on objects destruction simulation, and while supporting calculations via PhysX plug-in or Reactor, advanced features like interactive demolition or objects glueing are based on PhysX SDK only.
New in 1.46:
- Wood splinters fragmentation type.
- Deactivation of Animated Impact objects.
- Interactive demolition by RF_Bomb.
- Reduce keys function. More then 200 times faster then original max’s reducel keys function.
Some illustrations to RayFire capabilities:
1024 Chairs concave PhysX objects in Rayfire frontview by PsychoSilence
Concave rigid bodies simulation using Rayfire Tool – PhysX SDK based plug-in for 3ds Max.
PhysX and CyberGlove by vneshaug
Physics interaction via data glove inside VR application.
We’ve already wrote about pXent some time ago – that’s PhysX SDK wrapper for 3D GameStudio engine. Christian Kahler, pXent developer, has uploaded an interesting video today, showing that even complex PhysX SDK features like SPH-fluids, softbodies and cloth simulation can be easily implemented by one man.