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Archive for February, 2010

How to set up Hybrid PhysX in 10 minutes: video guide

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Another nice video guide to Hybrid PhysX systems emerges on YouTube recently. Drivers installation, patching process with GenL PhysX mod and final test in Fluidmark – all in one continuous 10-min video.

Despite the fact that guide is Italian, english version of Windows was used, so it’s easy to follow the process just by watching video carefully.

Other guides you may refer to: Link#1 | Link#2 | Link#3 (Please note that most of them refer to old PhysX mod 1.01 – use 1.02 mod instead, download link above) | Link#4 | Link#5 (video guide) | Link#6 (specific details) | Link#7 | Link#8 (detailed) <- it’s recommended to start from newer links.

Catalyst 10.2 and extended display error fix.

Written by Zogrim

February 28th, 2010 at 3:52 pm

Posted in Hybrid PhysX

Tagged with , ,

PhysX SDK textbook: Part IV

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And yet another PhysX SDK textbook from Yoshikuni Okawa – PhysX & DirectX10. It’s like he got a cycle already, three months per new book.

Textbook is available for pushase at

Written by Zogrim

February 26th, 2010 at 3:02 pm

Posted in PhysX SDK

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Metro 2033: system requirements

with 7 comments

PC specs for highly anticipated Metro 2033 shooter were revealed today. Optimal requirements are looking just terrifying.

Minimum System Requirements:

- Dual core CPU (any Core 2 Duo or better will do)
- DirectX 9, Shader Model 3 compliant graphics cards (GeForce 8800, GeForce GT220 and above)

Recommended System Requirements:

- Any Quad Core or 3.0+ GHz Dual Core CPU
- DirectX 10 compliant graphics card (GeForce GTX 260 and above)

Optimal System Requirements:

- Core i7 CPU
- NVIDIA DirectX 11 compliant graphics card (GeForce GTX 480 and 470)
- As much RAM as possible (8GB+)
- Fast HDD or SSD

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Written by Zogrim

February 25th, 2010 at 4:58 pm

Posted in PhysX Games

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PhysX Rocket for SDK 2.8.3.

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Old PhysX fans will certanly recognize this name – Novodex Rocket (PhysX Rocket later on). This application combines two roles: demo physics playground (with large number of  preliminarily created and configurable scenes, ability to change and visualize SDK parameters) and physics editor, which can export objects data to COLLADA or NxuStream.

PhysX Rocket was often used by Ageia to demonstrate SDK features and PPU computing capabilities in year 2005, and was included in SDK package as PhysX tool (till SDK 2.7.3.).

John Ratcliff, PhysX Rocket creator, has made a nice present recently – he revealed an updated legacy version of Rocket, which is based on latest PhysX SDK 2.8.3 and includes advanced UI options (unavailable in previous public versions), but is missing some vital demo scenes and object files. Fortunately, we were able to merge this updated Rocket with old one, from SDK 2.7.3 Tools – this means all demos like in regular Rocket, but SDK 2.8.3 solver and additional UI options from new one.

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Written by Zogrim

February 24th, 2010 at 7:42 pm

New PhysX tools from John Ratcliff

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PhysX developers may be familiar with John Ratcliff – author of NxuStream (XML file format which is used to capture state of a PhysX SDK scene), Novodex/PhysX Rocket (physics demo application and editor) and other physics related researches.

In recent days John has updated his blog, known as John Ratcliff’s Code Suppository, with new usefull PhysX tools and code snippets:

PhysX2Obj – library that allows one to export a PhysX SDK scene as either a single Wavefront OBJ file in world space or a series of OBJ files in object space. Code has been compiled and tested with PhysX SDK 2.8.3 but should work with earlier versions of the SDK with little or no modification.

Library is available for download via Google Code page.

Tool with reverse purpose – Obj2PhysX - is going to be released shortly.

NvCoreDump is a windows 32 bit DLL which allows any PhysX 2.8.3 based project to perform an NxuStream XML compatible core dump in a single function call.

Rather than including all of the NxuStream source code in your application, instead you can simply demand load this tiny DLL and save it out.  The value, purpose, and benefit is to take simply add the ability to export the contents of the current PhysX SDK in any application by simply adding this tiny code snippet and the DLL.

Project is available for download via Google Code page.

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Written by Zogrim

February 24th, 2010 at 5:07 pm

Posted in PhysX SDK, PhysX Tools

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PhysX SDK integration with Unreal 1 engine

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Group of enthusiasts is working on interesting project – classic Unreal 1 engine enhancement with real-time physics, based on PhysX SDK. Current version supports only primitives like boxes and spheres, convex meshes and several joint types, but result is already impressive:

Future plans include vehicles integration, soft bodies and possible ragdoll support. You can download beta version of PhysX mod for Unreal v. 227 here

Hope this project will be more successful than this abandoned PhysX integration into Half Life 1 engine.

Written by Zogrim

February 22nd, 2010 at 2:22 pm

Posted in Engines and Wrappers

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Hybrid PhysX: Catalyst 10.2 and extended display fix

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User Containforum, known for his detailed video guide for Hybrid PhysX systems, has published another video – it describes somewhat tricky way to bypass Catalyst Control Center and extended display incompatibility, brought with recent 10.2 Catalyst drivers.

Moreover, after you’ll apply this fix you’ll will be able to use dedicated Nvidia GPU for PhysX – without necessity to extend display. Yep, mouse cursor won’t jump off the screen now.

Written by Zogrim

February 21st, 2010 at 3:11 pm

Posted in Hybrid PhysX

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WeeklyTube Issue 25: PhysX video overview

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Dark Void PC Game Technology Trailer Featuring NVIDIA PhysX Technology by nvidia

Second official Dark Void trailer from Nvidia, featuring GPU PhysX effects overview. From our side – comparison PhysX video.

Dark Void PhysX on High [ground] (HD4850+9800GT) by R3n7on

Ground combat sequence from Dark Void, running on Hybrid PhysX HD5850 + 9800GT setup with PhysX set on High.

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Written by Zogrim

February 21st, 2010 at 2:48 pm

Posted in WeeklyTube

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Metro 2033: 4A Engine specifications

without comments website has published some very interesting materials, related to upcoming Metro 2033 title.  Firstly, they revealed full specifications of proprietary technology behing Metro 2033, known as 4A Engine, which is called even by its developers “one of the most advanced engines on the planet”.

You can read full specs here, and we’ll quote only part related to engine physics system:

Physics System
Powered by nVidia PhysX technology, can utilise multiple CPU cores, AGEIA PhysX hardware, or nVidia GPU hardware.

* Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound, physically driven animations
* Rigid body and multi-jointed constructions. Breakable fences, walls , sheds and other objects. Thousands of different physical entities simulated per frame.
* Cloth simulation, water physics (including cross-interactions)
* Destruction and fracturing, physically based puzzles
* Soft body physics on selected special game entities
* On hardware-accelerated PhysX platforms engine implements full physically correct behaviour of particles such as smoke, debris, etc.

For dessert – Metrospective, interview with 4A Games chief technical officer Oles Shishkovtsov about game engine optimizations and platform specific features.

Metro 2033 is coming out March 16 on PC and Xbox 360, PC version will include 3D Vision, DX 11 and GPU PhysX support.

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Written by Zogrim

February 20th, 2010 at 3:44 pm

Next version of FluidMark will feature Multi-Core CPU PhysX support

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PhysX FluidMark is popular benchmarking application, that is often used to test stability and performance of GPU PhysX configurations. It performs PhysX SDK based SPH Fluids particle simulation, which can be calculated on CPU or compatible Nvidia GPU, however, only one CPU core can be used in first case.

After all those “Multi-Core CPU Support Is Disabled in PhysX” claims by AMD and following hype, JeGX (FluidMark developer) decided to leverage multi-threading capabilities of PhysX SDK and augment FluidMark with actual multi-core CPU support.

According to short preview, published today – task was successful.

As you may see, updated version of FluidMark, running on JeGX dev. machine with ATI Radeon HD 5770 GPU, is fully utilizing both cores of AMD X2 3800+ CPU.

Update: JeGX revealed another screenshot from upcoming FluidMark with multi-core PhysX support, running on all four cores of quad core Intel Core 2 Extreme X9650 CPU.

Previous version of multi-core FluidMark was able to load only dual-core CPU, but this, updated one – can utilize  quad-core or even n-core CPU.

Update #2: And now – FluidMark running on 16 CPU Cores.

Written by Zogrim

February 16th, 2010 at 9:05 pm

Posted in PhysX Tools

Tagged with , , ,

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