Archive for August, 2011
At Gamescom 2011, Rocksteady Studios have released a new set of screenshots, featuring new “Mr. Freeze” foe, for higly-anticipated Batman: Arkham City. Previous game, Batman: Arkham Asylum, was one of the best titles with GPU PhysX support, and sequel is promised to support PhysX feature too, as well as DX11 and tesselation.
However, attentive user may notice that some of those screenshots are already containing GPU PhysX effects. Let’s take a closer look:
Description for this screenshot at GeForce.com states “Broken shards of ice will really pop out with PhysX enabled”. Looks similar to APEX Destruction effects we saw in other GPU PhysX games.
Metro: Last Light is a sequel to Metro 2033 – highly acclaimed survival-horror shooter, released in March 2010. In addition to decent atmospheric story and great visuals, Metro 2033 was also supporting GPU PhysX.
Update: Metro Last Light – GPU PhysX effects explored
Recent video interview with Huw Beynon, Communications Lead at THQ, reveals some details about PhysX effects (with emphasis on X) in new Metro: Last Light (starting 6:16).
“Huge amount of particle effects“, cloth physics and destructible environments were mentioned. According to our other sources, namely GPU PhysX support (since CPU PhysX will be used in any case) in this title is highly plausible.
Lets hope that this time hardware PhysX content will be not that subtle, as in in previous game. Metro: Last Light is planned to be released in 2012.
Autodesk has published a recorded video of a presentation – “The Latest Advances in NVIDIA PhysX / APEX Technology” – that was performed by Daniel Horowitz, engineering manager for PhysX dev. tools in NVIDIA, at Siggraph 2011.
This presentation is covering such topics as design principles of PhysX and MassFX plug-ins, relationship between those tools, and is also giving an overview on APEX Clothing authoring process and upcoming features.
Some interesting facts:
- APEX Destruction functionality will be added to PhysX plug-ins in the future. It was also mentioned, that it will be possible to use to use 3d party tools for fracturing (not only default solution in PhysXLab) and also tweak graphical and physical meshes separately.
- Next release – PhysX plug-in 2.7 will support PhysX SDK 2.8.4, PhysX SDK 3.1 and APEX 1.1
- APEX Softbodies module was mentioned.
- Contact Layers feature (basically, collision filtering) will be added in 2.7 plug-in for Maya, and 2.x plug-in for 3ds Max.
- Patner integration program. For example, PhysX based rigid bodies from Particle Flow plug-ins will be able to interact with MassFX rigid bodies.
- mCloth module will be based on ClothFX plug-in from Size8Software, but it will fully interact with MassFX rigid bodies, ragdolls, atachments and so on (nice solution to keep PhysX cloth and APEX focused on clothing simulation for games only).
It was promised that new 2.7 PhysX plug-ins will arrive shortly, in a few weeks, so keep an eye on our website for a full review.
Developers, using PhysX SDK, should be familiar with AgPerfMon – event-logging and profiling tool for PhysX SDK based applications on Windows platform, originally developed by Ageia. We also have used AgPerfMon a lot, for example during our “Mafia II is not using GPU for PhysX Clothing simulation ?” investigation.
Recently, NVIDIA has released NVIDIA Platform Analyzer 1.1 (NPA) profiler, that is basically recompiled AgPerfMon tool, with some bug-fixes and enhanced interface.
However, according to our information, NV Platform Analyzer won’t live long – PhysX Visual Debugger will handle all profiling and debugging work for PhysX SDK 3.x (currently – only SDK 3.0), upcoming last version of PhysX SDK 2.8.x (probably, 2.8.5) and will support not only PC, but consoles as well.
NVIDIA Platform Analyzer 1.1 Downloads:
Source: Geeks3D forums
User monkeYB07 has posted a video tutorial, that covers APEX Clothing authoring process in Maya and further importing of completed clothing asset into Unreal Development Kit.
Update: New complete set of official APEX Clothing tutorials, including assets import and usage in UE3/UDK.
Basic result, working dynamic cloth, can be achieved in less than 10 minutes, but proper tweaking will certanly require more time.
For additional details on APEX Clothing authoring workflow you may refer to NVIDIA tutorials and APEX C page at Unreal Developer Network.
Several chinese websites have reported, that first PhysX SDK 3 based game – online shooter called “Extreme Fire” – was demonstrated by NVIDIA at China Digital Entertainment Expo and Conference (ChinaJoy 2011).
You can find video, showcasing some destructible environments and particles effects, here. It was also mentioned, that this game will also support GPU PhysX acceleration.
Previously, GPU PhysX support was announced for another Chinese shooter – Mars.