Free source code access for Windows, Linux, OS X and Android.
Real-time simulation and rendering of realistic hair and fur
Mir Vadim has revealed a new version of his advanced fragmentation and destruction simulation plug-in for 3ds Max, knows as RayFire Tool.
New features in version 1.51:
- Rebars support. Rigid and Glue.
- Radial Fragmentation type.
- And the best feature so far, RayFire Studios .
As you may remember from out PhysX from Inside Out article, RayFire Tool is relaying heavily on PhysX SDK for complex simulation features.
You can view pretty impressive RayFire Portfolio here. And don’t forget to check out a new website.
Mafia II Benchmark video featuring NVIDIA PhysX comparison by nvidia
Official PhysX comparison video for Mafia II. Initial video sequence is nothing special (just benchmark run), but composing level makes me envious
Cryostasis BFG Ageia PPU PhysX Test by TRStrider74
This video is comparing Cryostasis PhysX performance with/without additional Ageia PhysX card and main ATI GPU. After watching this I’ve moved Cryostasis to GPU/PPU games section, as it seems to run well enough.
Autodesk has announced today, that 2.x PhysX plug-in for 3ds Max is going to be included into Subscription Advantage Pack for 3ds Max 2011 and 3ds Max Design 2011.
Create more compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. The multi-threaded NVIDIA® PhysX® engine supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear.
Animators can more quickly create a wider range of realistic dynamic simulations, and can also use the toolset for modeling: for example, creating a randomly placed landscape of rocks. Assigning physical properties – friction, density, and bounciness – is as simple as choosing from a set of initial preset real-world materials and tweaking parameters as required.
Update: Intesting details were revealed by Kenneth Pimentel, Director of Visual Communications Solutions at Autodesk, on CGTalk.com forums
We can also announce an ongoing partnership with nvidia around PhysX. We entered into the partnership a little late to show much results in this pass, but the partnership is significant and on-going. I think you’d be surprised at the number of research threads we’ve kicked off together.
This is specifically to avoid what happened with Reactor. I think we learned our lesson.
PhysX SDK as default physics solution for most Autodesk products ? Why not
And yet another PhysX article has arrived today – this particular one from PClab.pl is mostly focused on GPU PhysX effects analysis and comparison.
Almost every single modern title with hardware accelerated PhysX content (except for Sacred 2 and Darkest of Days) was reviewed, and detailed description of extra PhysX content both in form of text and comparison videos were included. For example:
Batman: Arkham Asylum
Interesting technical article, called “PhysX: Lust, Last oder Frust?” has emerged on Tom’sHardware.de today. It’s purpose is to revisit recent events in GPU PhysX (and CPU execution of PhysX effects) area – thus, basic knowledge of this topic is required.
Update: english version available
x87 vs SSE question gets updated with new CPU instructions tests of Mafia II:
(note: graph is called "vtune_metro2033", so some mistakes may take place)
As new PhysX SDK 2.8.4 with SSE2 compliler option is yet in beta, and Mafia II is based on SDK 2.8.3 – it is still relying on x87 instruction set.
Author correctly remarks, that moving from X87 to SSE usage won’t magically boost performance by 2x times, like several websites are promising, more likely 10-20 % or even less in real applications.
New PhysX System Software v. 9.10.0514 (timestamp – 31.08.2010) has appeared on the web as part of leaked 260.52 GPU drivers and official 260.63 Beta drivers.
Current release notes are unknown.
You can download PhysX System Software 9.10.0514 from here (26 mb, virustotal report)
Alternative download from physxfiles.com
Recently released Ranger Pack DLC (will be downloaded automatically via Steam, if auto-update is enabled) for Metro 2033 has brought us not only new Hardcore mode, new achievements and new guns, but also a nice standalone Benchmarking Tool.
It uses intensive firefight sequence from Frontline level, and has well-thought-out interface with lots of settings and additional features, like framerate graphs generation after the test.
Benchmark can be used to measure GPU PhysX performance, since it includes some effects affected by “Advanced PhysX” option, like grenade explosions and particles from bullet impacts (5000+ particles in most intensive scene).
In addition, cloth simulation (several banners at benchmarking sequence start – around 1700 cloth vertices in total) supports GPU acceleration too.
In Mafia II, as you may notice from our comparison video, clothing simulation on main character (Vito Scaletta) is present regardless to APEX PhysX settings, main difference is in Cloth detalization and used technologies – standart PhysX Cloth (APEX PhysX Off) and more advanced APEX Clothing module (APEX PhysX Medium/High).
Clothing detalization is mostly determined by number of vertices, forming a physical cloth mesh.
So, just for curiosity, we decided to count them in Mafia II (with help of AgPerfMon profiler), using different APEX PhysX settings and various Vito’s suits.
Everyone who played Mafia II will eventually notice, that enabling special APEX PhysX content will not only bring you flowing clothing and particle debris, but also significantly reduce framerate – even if you have a proper NVIDIA GPU and latest PhysX System Software.
Update: APEX Clothing in numbers
Update #2: Tests with dedicated PhysX GPU added – PART III.
While preparing our PhysX tweaking guide we have discovered that physically simulated clothing on characters is affecting performance the most. Why that ? Cloth is one of the basic effects, used intensively in many GPU PhysX games – just remember Mirror’s Edge and it’s countless tearable banners and flags. Two answers come to mind:
- Clothing simulation in Mafia II is so detailed and so high-resolution, that only top dedicated GPUs can run it at proper fps.
Unlikely. Even in most intensive scenes total cloth vertices count is not exceeding 8000, while framerate is crawling around 20 fps – on GTX 470.
- Clothing simulation is running on CPU, while it is supposed to be hardware accelerated on GPU.
Plausible. But, as our further tests have revealed, proved to be true for single GPU systems only.
Combine it with facts that a) Cloth in PhysX SDK is not using all available CPU resources by default b) Clothing is heavy computational task in any case – and you’ll see the probable reason of poor performance. Let’s check this theory.
PART I – MAFIA II BENCHMARK.
For the first part of tests we’ll use benchmark, built into Mafia II, running with two sets of APEX effects – Clothing only (Particles are disabled using methods from tweaking guide) and Particles only (Clothing is omitted) – and PhysX acceleration enabled/disabled from NVIDIA Control Panel.
Settings: 1680x1024, AO/AA On, AFx16, APEX High. System: C2Q 9400, GTX 470, 4GB RAM, Win 7 x64, 198.32 GPU drivers, PSS 9.10.0513
Interesting results. While Particles are benefiting from GPU acceleration without doubt, PhysX switch is not affecting Clothing simulation at all.
It seems our assumption was correct – APEX Clothing is calculated on CPU in any case – but let’s confirm it with some deeper research.
We are completing our overview of APEX PhysX content in Mafia II by this video, showcasing most noticable effects based on APEX Particles module.
Previous comparison video, dedicated to APEX Clothing module, is available here.
If YouTube video is not working for you, you can watch alternative variant at Vimeo
APEX Particles effects are including:
- Various dynamic debris (concrete fragments, glass pieces, wood splinters, etc) from bullet impacts.
- Additional physically simulated chunks from explosions, car crashes, wheel slip, trash cans, mailboxes and other destructible objects.
- Vehicle tire burnout effect - realistic fluid smoke, which reacts to environment and character/NPC movement.
- Up to 3000 (APEX Medium settings) or 10 000 (APEX High settings) unique particles on screen.
Sum: You can find dynamic particles almost in every single GPU/PPU PhysX game, but in Mafia II particle effects are close to their perfection – realistic collision simulation, various particle types (for both graphical mesh and physical behaviour), LOD based resource management (particles are not dissapearing over time, like in earlier games) – and, most important, pretty decent performance.
If your system can handle such effects, we recommended to leave them enabled, or you’ll loose significant piece of game’s immersion.
Finally, keep an eye on Mafia II GPU PhysX info mini-site for additional information and comparison screenshots.