PHYSX NEWS PHYSX SDK
PROJECTS TABLE
GPU PHYSX
GAMES INFO
PHYSX
ARTICLES
PHYSX WIKI FORUM
РУССКИЙ ENGLISH


:: Back to news index ::

Archive for 2011

PhysX Fluids in Alice: Madness Returns

with one comment

NVIDIA has published a technical article, related to Smoothed Particle Hydrodynamics (SPH) fluid simulation method, used in as part of GPU PhysX effects in recently released Alice: Madness Return title.

As we said before, overall level of PhysX particle effects is impressive, but fluid dynamics itself can only be called – decent. We already saw more detailed SPH-fluids in Cryostasis (up to 30 000 particles), gameplay affecting fluids in Crazy Machines 2 and even SPH based smoke in Batman: Arkham Asylum and Mafia II.

What we are really expecting from upcoming PhysX games, are next-gen fluid solvers like those showcased in this PhysX research video or in Raging Rapids Ride demo, for example.

However, if you are interested in SPH-fluid simulation technique and particles rendering, we recommend you to familiarize with following materials (in addition to the article this post is related to – which is an interesting read anyway):

  • CUDA Fluid Simulation in NVIDIA PhysX
  • Screen Space Fluid Rendering for Games

Written by Zogrim

June 25th, 2011 at 1:27 am

Posted in Articles, Reviews, PhysX Games

Tagged with ,

Alice: Madness Returns PhysX benchmarks roundup

with one comment

Alice: Madness Returns – first game with GPU PhysX support this year and title with most impressive PhysX particle effects.

To determine hardware PhysX performance patterns and GPU requirements we tried to gather all PhysX focused articles and benchmarks, available so far.

[18.06.2011] Alice: Madness Returns GPU test by GameGpu.ru

One of the first articles with proper GPU PhysX benchmarks.

According to their test, only top level NVIDIA GPUs can ensure decent framerate, while used for both graphics and PhysX calculations (however, from our experience, only most intensive PhysX scenes are affecting performance so negative).

Read the rest of this entry »

Written by Zogrim

June 24th, 2011 at 1:30 pm

GPU PhysX in Alice: Madness Returns

with 21 comments

Alice: Madness Returns, highly anticipated sequel to original American McGee’s Alice, and first game with GPU PhysX support for this year. As always, we have prepared comparison PhysX video – for your viewing pleasure.

Update: PhysX benchmarks roundup

Update #2: Comparison PhysX screenshots available

GPU PhysX content in Alice: Madness Return can be characterized as “Particle Madness“. In a good way – this game contains probably most rich and diverse physically simulated particle effects, of all games with hardware PhysX support. From habitual and universal debris, chunks, smoke and dust (emitted either by player’s weapons or enemies) to environmental particles (dynamic leaves, ash, bubles, etc) and place-specific effects.

Physical simulation of goopy oil-like substance, that is spawned when black “Ruin” beings are damaged or killed, requires a special notice. During intence fights, up to 10 000 SPH fluid particles, which are colliding with level geometry and reacting to player’s movement, can be processed simultaneously.

Read the rest of this entry »

Written by Zogrim

June 17th, 2011 at 5:47 am

Posted in PhysX Games

Tagged with , , , , ,

New GPU PhysX benchmark released for online shooter Mars

with 28 comments

New GPU PhysX benchmark was revealed today – it is showcasing APEX integration and hardware accelerated PhysX support in upcoming online TPS game called Mars, developed by Epic China in Shanghai. Mars is the first China developed online shooting title, based on Unreal Engine 3, and is supposed to offer player fresh PvP and PvE experience, vibrant graphics, customizable avatars and weapons.

Benchmark itself is showcasing a decent level of GPU PhysX effects, especially in comparison to other games like MKZ and Jianxia 3.

This includes: various particle effects – physically simulated debris from explosions, chunks from bullet impacts, sparks, etc

Mars Benchmark - PhysX Particles

Mars Benchmark - PhysX Particles

Read the rest of this entry »

Written by Zogrim

June 8th, 2011 at 1:52 pm

Posted in PhysX Games

Tagged with , ,

How to check Android apps for PhysX usage

without comments

Our fellow communuty member Stefan has discovered interesting way to determine if certain Android apps are relying on PhysX SDK integration, with the help of “Dalvik Debug Manager” from Android SDK and any HEX-editor.

You can read full description at our forums.

One of the main tasks of the PhysXInfo.com project is to collect and preserve information about all PhysX SDK based games and applications – that’s what you can see on our frontpage. However, so far we we haven’t paid much attention to mobile and portable platforms, like iOS and Android devices, due to difficulties with titles tracking process.

Now, when NVIDIA has stated “emerging gaming platforms like handheld game devices, tablets, and smartphones” as significant part of PhysX SDK 3 development environment, we are thinking about adding new “Portable” section to our applications database, that will contain information about PhysX based titles on handheld and mobile devices.

Stay tuned.

Written by Zogrim

June 7th, 2011 at 11:13 pm

Posted in Portable, Website

Tagged with ,

PhysX SDK updated to version 3.0.1

with one comment

NVIDIA has uploaded first minor bug-fix release for PhysX SDK 3PhysX SDK 3.0.1 for PC, PS3 and Xbox 360.

Update [04.10.2011]: PhysX SDK 3.1 released

Update [16.06.2011]: PhysX SDK 3.0.1 for Linux released, 32-bit libraries added, linking issues resolved.

Update [24.06.2006]: PhysX SDK 3.0.2 for PC released, with minor bugfixes.

nvidia-physx

Bug-fixes in 3.0.1 version include following:

  • removed a troublesome assert, bad character fixes and a few broken macros
  • fixed Xbox and Win32 install scripts
  • renamed zeroDataCache to invalidateChache

Documentation was also updated. In addition, official Release Notes for SDK 3.0 were included with installation package. You can view them here.

As always, you can download PhysX SDK 3.0.2 via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

June 2nd, 2011 at 8:33 am

Posted in PhysX SDK

Tagged with , , ,

NVIDIA Glowball demo showcases PhysX calculations on Tegra 3 device

without comments

NVIDIA has has published a nice video, that is showcasing technical demo called “Glowball”, running on their next quad-core mobile chip known as “Project Kal-EL” or Tegra 3, presumably.

Glowball demo features some complex (for a mobile device) real-time dynamic lighting and shadowing effects, and decent level of PhysX based physics calculations – rigid body barrels and drapes, fully simulated as cloth obejcts.

Cloth simulation is partically interesting: scene contains 10 drapes, likely 100-150 vertices each, affected by gravity and board movement, calculated simultaneously – new kind of physics effects for mobile devices. This tech can be used not necessarily for flags or banners, but for dynamic clothing on characters, for example.

Demo was running on PhysX SDK 2.8.4.5.

Update: More physical demos on Tegra 3 platform

Mobile devices are interesting environment for PhysX SDK to evolve and adapt, so we are eager to see how things will play out in this direction.

Written by Zogrim

May 30th, 2011 at 10:45 am

Posted in Other, PhysX Hardware

Tagged with , , , , ,

WeeklyTube Issue 50: PhysX video overview

with 2 comments

Apolo Studios Framework Physics Integration by apolostudioschannel

PhysX SDK integration in Apolo Studios rendering engine.

Block Fuse – Playthrough by AquaGeneral

Simple physics game by our fellow reader AquaGeneral. It is using Unity engine.

Read the rest of this entry »

Written by Zogrim

May 23rd, 2011 at 4:20 pm

Posted in WeeklyTube

Tagged with ,

ARMA 3 will use PhysX engine

with 4 comments

Recently opened website of ARMA 3, new game in a series of battlefield simulators from Bohemia Interactive, has revealed that PhysX SDK has been chosen as physics simulation solution for this title.

Physical simulation & improved animations

Take advantage of PhysX™ supporting the vehicle simulation, in-game interactions and the revamped animation system.

However, it is yet unknow if PhysX (likely SDK 3) was implemented to handle CPU oriented physics only (which is good in any case – previous games even haven’t ragdolls or rigid bodies) or ARMA 3 will feature support for GPU accelerated physics as well.

ARMA 3 is scheduled for release exclusively for PC in Summer 2012

Written by Zogrim

May 19th, 2011 at 7:56 pm

Posted in PhysX Games

Tagged with , ,

PhysX Research: Eulerian Water Simulation and Solids through Oriented Particles

with 4 comments

Two new research papers have landed on a homepage of Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA and NovodeX co-founder.

Fisrst one, called “Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid“, presents further impovements to the real-time hybrid fluid solver, that we were able to see in recent demos like Lighhouse and Raging Rapids Ride.

Abstract:

We present a new Eulerian fluid simulation method, which allows real-time simulations of large scale three dimensional liquids. Such scenarios have hither to been restricted to the domain of off-line computation. To reduce computation time we use a hybrid grid representation composed of regular cubic cells on top of a layer of tall cells. With this layout water above an arbitrary terrain can be represented without consuming an excessive amount of memory and compute power, while focusing effort on the area near the surface where it most matters. Additionally, we optimized the grid representation for a GPU implementation of the fluid solver.

To further accelerate the simulation, we introduce a specialized multigrid algorithm for solving the Poisson equation and propose solver modifications to keep the simulation stable for large time steps. We demonstrate the efficiency of our approach in several real-world scenarios, all running above 30 frames per second on a modern GPU. Some scenes include additional features such as two-way rigid body coupling as well as particle representations of sub-grid detail.

We badly want to see this one in further releases of PhysX SDK 3 or APEX.

Read the rest of this entry »

Written by Zogrim

May 19th, 2011 at 10:54 am

Copyright © 2009-2014. PhysXInfo.com | About PhysXInfo.com project | Privacy Policy
PhysX is trademark of NVIDIA Corporation