Archive for 2010
Conitec Datasystems has announced that physics system in latest A8 version of their Gamestudio game engine is now based on PhysX SDK 2.8.3 (previously it was ODE).
According to devs, such changes will result “in a better frame rate and greater stability of the physics simulation”.
PhysX SDK integration was developed in conjunction with Christian Kahler, author of pXent PhysX wrapper.
New “Behing the scenes” video, covering technological aspects of Mafia II engine merges today on GameTrailers.
It includes several details on animation, AI, lighting system, and, of course, physics engine and destructible environments (which are based on PhysX SDK too) – but, unfortunately, no new information about GPU PhysX/APEX content.
For those of you who are still playing with old Nvidia PhysX Fluid Demo (version 220.127.116.11, released in 2008 with first PowerPack) Nvidia has prepared a new, slightly updated variant – PhysX Fluid Demo ver. 18.104.22.168.
Update: Modding of PhysX Fluid Demo
- Allocate only 64MB of VRAM heap instead of 128MB
- Adjusted text output to not conflict with the PhysX Visual Indicator
- Added option to toggle the display of all text (in screen space) on/off.
You can download PhysX Fluid Demo ver. 22.214.171.124. from here (19 mb)
Alternative download from physxfiles.com (virustotal report).
User elliottad (also known as mohawkade at our forums) has uploaded nicely composed GPU/PPU PhysX showcase video as entry for Crank That S#!t UP contest, hosted by Firing Squad and NVIDIA.
As nice addition, video includes few scenes from decent, but now completely forgotten PPU PhysX titles, like Stoked Rider: Alaska Alien, Bet on Soldier, Infernal and Switchball.
According to NVIDIA, new 126.96.36.199 PhysX SDK for Linux (both 32- and 64-bit versions) has passed QA process and is available for beta testing.
If you want to participate in beta program, you need to send your request to
(Provide a description on how are you planning to use the Linux SDK - number of beta testers is limited)
Long awaited event actually, cause after old 2.8.1. SDK many developers have thought that PhysX SDK for Linux was completely abandoned. From now on Linux SDK will be updated accordingly with PC versions.
In recent days, some websites have revealed new visual content from Mafia II title, and suprisingly, certain amount of screenhots is from PC version, with additional APEX/PhysX effects enabled.
We formed a gallery from most demonstrable of them, and here is the result:
Gramy Mafia II by matrixserek
13 mins of gameplay sequences from upcoming Mafia 2 title, Chapter 9 “Ball & Beans” (initial version is available at tvgry.pl). As you may notice from flowing character clothing and lots of dynamic particles – APEX effects are enabled.
Unity Bootcamp by Hemiogenic
Tech demo, developed by Aquiris for Unity 3.0 engine release. All physics is held by latest 2.8.3. version of PhysX SDK.
Nvidia has recently uploaded APEX related presentation called “APEX : Creating scalable immersive game environments” from their SIGGRAPH 2010 sponsored sessions list.
Usual overview of APEX framework and current modules (like Destruction and Clothing), which are already familiar to us from past GDC10 and SIGGRAPH09 sessions, is followed by topic never described in detail previously – Scalability and LOD features inside APEX (starts at 32:55).
In general, it’s devided into two components – scalable parameters for each of the modules (like number of particles or cloth vertices), that can be adjusted during authoring to fit into platform computing capabilities..
..and dynamic LOD system, that manages resources destribution between actors and modules, based on current situation and resources budget (for example, clothing on character closer to the camera will be simulated with higher fidelity).
Now, as we know almost everything about APEX, we just need to wait until it will be released to public (standalone, or integrated into popular engines like UE3).
With Mafia 2 coming closer to it’s release, hype atmosphere is getting hotter, and apart from other materials you can find on the web, PC Games Hardware has published decent interview with Denby Grace from 2K Czech on several Mafia’s engine features, and PhysX part specifically:
PC Games Hardware: Are there any differences between the Console and the PC Version of Mafia 2 as far as technical as well as visual aspects are concerned, for example GPU accelerated PhysX effects?
Denby Grace: You hit the nail on the head. The biggest difference is the GPU enabled physics effects. While on a system without GPU (consoles and ATI cards), the game will have a great PhysX simulation with particles and cloth, however, if you have the extra hardware we are able to push things to a whole new level which has not yet been seen in open world game before.
Our destructible environments feature thousands of physical particles which in turn can be affected by individual explosion force fields to make them move. It’s all very impressive and it’s these kinds of improvements that high end PC gamers can expect.
Metro 2033 PhysX #3 by protowiz
Rigid body and destruction physics in Metro 2033. “Advanced PhysX” option is disabled.
5870 with worlds fastest physX card by KingOfSand100
Hybrid PhysX system including HD 5870 and GTX 470. FluidMark 1.2 test with GPU acceleration enabled and disabled.