Archive for the ‘Comparison’ tag
Real-time simulation and rendering of realistic hair/fur, consisting of multiple strands, is gettng much attention these days – one can easily name a TressFX solution, developed by AMD.
A competitive response from NVIDIA, new hair and fur simulation technology, which is now officially called NVIDIA HairWorks, was firstly showcased at The Witcher 3 presentation half a year ago and recently used in an actual game title – Call of Duty: Ghosts – to provide “Dynamic Fur” simulation for animal characters.
In comparison to other GPU accelerated physics features, Dynamic Fur was implemented through DirectCompute, which opens it for AMD users as well.
Tae-Yong Kim, physics programmer at NVIDIA, has agreed to answer some of our questions about HairWorks solution in general, and Call of Duty: Ghosts integration in particular.
GPU PhysX effects, in a form of APEX Turbulence based smoke, are now available in the PC version of the Assassin’s Creed IV: Black Flag title.
Update: Adding GPU PhysX support to Assassin’s Creed IV – interview with Ubisoft Kiev
We have prepared a short comparison video to showcase the effects.
Turbulence smoke is utilizing latest APEX 1.3, can cast and recieve shadows on a rendering side, and is applied to a number of environmental and combat assets throughout the game.
Particles are affected by forcefields (such as shots and explosions) and weather conditions (such as wind). They can interact with characters and are also colliding with static level geometry, as a nice addition.
Metro: Last Light, a post-apocalyptic first person shooter with survival horror elements, is joining the family of PhysX enabled titles by offering a support for GPU accelerated physics effects.
Update #2: Metro: Last Light – GPU PhysX Profile
First game in the series – Metro 2033 – was also featuring a GPU PhysX content, however, it was limited to basic particle effects.
Was the Last Light able to improve the results of its predecessor? Let’s find out.
Recent “The Evolution of PhysX” article has unvealed the current situation with performance improvements among various PhysX SDK vesions, however, one interesting case has remained outside the coverage – performance scaling in multithreaded environments.
It is known that, while PhysX SDK 2.8 has rather limited multi-threading capabilities (mostly working on per-scene or per-compartment basis), PhysX SDK 3.x can distribute various tasks across worker threads much more effective, and thus offer better support for multi-core CPUs.
But how well does multi-threading actually work in PhysX 3 (we’ll take the latest 3.3 version)? Using the same PEEL (Physics Engine Evaluation Lab) tool to the record the performance metrics, we will try to shed the light on this question.
Scene #1 – random dynamic primitives in a box
Static container filled with 256 random primitives (sphere, box, capsule).
A quite interesting, unexpected and a little emotional article – The Evolution of PhysX – was published today by Pierre Terdiman, senior software engineer in NVIDIA and one of the developers of the original NovodeX engine.
The article provides in-depth performance comparison between various versions of PhysX SDK (2.8.4, 3.2 and 3.3 Beta), using well-known open-source Bullet physics engine as as a reference point.
The performance tests were performed using PEEL – Physics Engine Evaluation Lab, a specialized tool that is using within NVIDIA to research behaviour and performance of various physics engines using a set of standartized scenes.
To reinforce the official release of GPU PhysX effects in PlanetSide 2, free-2-play MMO shooter, NVIDIA has revealed the official trailer to demonstrate how extra Particles and Turbulence effects can enhance the visual look of the game.
What is interesting in case of PlanetSide, is the fact that all the extra PhysX effects are GPU exclusive – there is no CPU backend even for regular impact particles. According to one of our sources, it was a deliberate developer’s decision, directed by technical requirements to save CPU cycles for gameplay physics and game logic, not some kind of “marketing trick”.
Update: some extra details coming on this topic, stay tuned.
Be sure to check back on PhysXInfo.com later on for our own comparison video and PhysX Review.
GPU PhysX integration in Hawken, free-to-play mech shooter from Adhesive Games, has a long and yet ongoing story – preliminary PhysX effects have emerged in Alpha and Closed Beta versions, then they have undergone a significant overhaul in Open Beta release.
Update: Hawken – GPU PhysX Profile
Update #2: Upcoming PhysX features in Hawken – Destructible Environments
And now, recent “Raider” update has added a set of new, APEX Turbulence based particles effects, and we think that GPU PhysX support in Hawken has grown up enough to be reviewed.
NVIDIA has released an official trailer, that demonstrates how hardware accelerated PhysX particle effects can enhance the visual look of Hawken, free-to-play MMO mech shooter.
Update: full GPU PhysX support will be enabled in March 5 patch
Hawken incorporates two types of physical effects – APEX Turbulence based particle simulation, and also more common impact debris and weapon effects.
While basic particles were available since the release of the game in December (you can check out our preview for more detailed information), Turbulence effects will be fully enabled in Hawken after a short period of time.
However, one can get an idea of Turbulence even today, by setting
"PhysXLevel = 2"
in game’s .ini file
In addition, be sure to check out the “Hawken: Advanced PhysX Effects Coming Soon To Free-To-Play First Person Shooter” article at GeForce.com for more detailed description of current and upcoming GPU PhysX effects in Hawken.
PlanetSide 2 is an MMO first-person shooter under development by Sony Online Entertainment and, along with Hawken, another title with GPU PhysX support arriving this year.
Update: initial release of PlanetSide 2 won’t have any of the GPU PhysX effects, they will be added later, in one of the patches.
Recent beta patch has added preliminary PhysX content to the game and we decided to give it an inspection.
PlanetSide 2 is the first major game title to utilize PhysX SDK 3.x (SDK 3.2 specifically). PhysX integration is powering almost every physics calculation in the game – collision and hit detection, character controller, aerial and land vehicle physics and so on. As interesting note, PlanetSide is also using upcoming APEX Dynamic Systems module for vehicle modelling.
Hawken, upcoming online mech-based shooter with GPU PhysX support, has entered stage #2 of closed beta testing. We have decided to examine the current state of hardware accelerated PhysX content in this title.
Update: PhysX effects in Hawken Open Beta. What has changed ?
From technical standpoint, Hawken is based on Unreal Development Kit engine, paired with APEX 1.2 on PhysX SDK 220.127.116.11 – such combination presents interesting opportunities.
But so far, only lowest level of PhysX Effects (“PhysX Particles – Low” option) is available, which includes only physical particles of various types – impact debris, scraps from explosions and destroyed robots, concrete chunks as result of mech movement.
Current effects are looking not bad, but to be honest, some additional polishing won’t hurt (for example, particles are not casting shadows and impacts on metal surfaces should emit sparks, not debris). Let’s just blame the Beta state.
Of course, one can disable all extra PhysX content completely, by setting “PhysX Particles” option to “Off”.
As it was announced previously, APEX Turbulence and APEX Destruction modules will also make their appearance in this game, but we don’t have a confirmation currently, whether they will available at launch or released as post-launch update.
As the release date (December 12) approaches, we will try to keep a close eye on Hawken. Meanwhile, you can join the discussion at our forum.