Archive for the ‘Particles’ tag
Recent 1.3 Beta update (availabe through Steam on PC) for Fallout 4, among various bug fixes, adds several new graphics features – HBAO+ ambient occlusion and, suprisingly, physically simulated debris effects from bullet impacts, exclusive to NVIDIA GPUs.
(You can also find some comparison videos on YouTube – Link 1, Link 2)
Warface, free-to-play online shooter, powered by CryEngine and developed by Crytek, will soon be enhanced with GPU accelerated PhysX and VisualFX effects – according to NVIDIA.
PhysX (APEX) Particles module will be used for impact debris effects on “concrete, grass, soil, wood, sand and the like” surfaces, while NVIDIA (APEX) Turbulence module will provide “simulation and rendering of physically correct smoke, dust and other fluid dynamics effects“. As the result:
Engine exhaust, smoke from explosions, dust from falling debris and spinning helicopter rotors can interact with the rest of the environment, both static and dynamic. Combined with PhysX particles, Turbulence provides a 1-2 punch of dynamism and realism.
As interesting note, it seems that NVIDIA as expanding the strategy of providing GPU accelerated PhysX effects in titles without native (core-physics) PhysX SDK integration, which potentially means that they can be adopted by any game or engine. Combined new core-PhysX integrations (such as UE4 with default PhysX 3, Clothing and Destruction implementation), such strategy can yield positive results on the amount of GPU PhysX titles.
New major APEX SDK 1.3 release is now available for public download.
Update: APEX SDK 1.3.1 released
1.3 version is featuring support for newest PhysX SDK 3.3.0 and also includes variety of improvements and new features for APEX modules.
Please note that corresponding authoring tools are required – PhysXLab 1.3 and DCC plug-ins 3.0
|APEX SDK 1.3: Feature Highlights|
APEX 1.3 now features a single Legacy Module (APEX_Legacy).
In APEX 1.2 every module had its own legacy module. For example, if an application uses APEX clothing and destruction, in APEX 1.2 the application would need to load both APEX_Clothing_Legacy and APEX_Destructible_Legacy.
However, assets created with APEX 1.1 or 1.2 should “just work” with APEX 1.3. The application must load the legacy module, which contains all the code that allows APEX to automatically upgrade assets to the latest version.
APEX Destruction and APEX Clothing modules can now utilize Render Proxies.
The rendering of destructibles and cloth can now be managed by a new object that is independent of the actors themselves. By default you will not see a change, but you may detach this object from the actors, meaning that the render data will not get deleted when the actors are deleted. You may delete the renderable when you’re done with it.
This is useful for multi-threaded renderers which may have the render data queued up even after the destructible or clothing actor is deleted in the main thread.
Speaking of Destruction, so called Behaviour Groups functionality was added to authoring pipeline.
Some common parameters, such as damage threshold, damage spread, density, etc., are now contained in “Behavior Groups“. Every chunk references a behavior group by index, allowing the user to customize behaviors for different chunks within single asset.
The NVIDIA’s “The Way It’s Meant to be Played” (Editors Day 2013) media event, which was held today in Montreal, has brought us some interesting, PhysX related news.
New games are joining the line of GPU PhysX titles, such as Star Citizen, an upcoming space flight simulator from Cris Roberts, fully crowdfunded by fans.
While it is still early to discuss exact details of the integration (since Star Citizen will be released somewhere in 2015), the plan is to have several APEX based features, such as particles, turbulence and clothing, in the game.
Since Star Citizen is based on CryEngine 3, we can expect a “PhysX SDK-less” integration, where APEX modules will work on top of CryEngine own physics system. Finally, some APEX features, such as simulated character clothing, may be available for AMD users as well, running on CPU.
New trailer, that demonstrates GPU accelerated physics effects in a recently released The Bureau: XCOM Declassified title, was revealed today by NVIDIA.
As one may notice, GPU PhysX support in The Bureau includes intensive use of Turbulence and impact debris particles, and also physically simulated cloth objects.
NVIDIA has released APEX SDK 1.2.4, which contains several minor bug-fixes.
Update: APEX 1.2.5 available
This version is compatible with latest PhysX SDK 3.2.4
|APEX SDK 1.2.4 – Release Notes|
APEX Framework 1.2.4
- EditorWidgets header files added to binary distributions.
- Added more asset previews for consistency.
- PS3 gcc support has been deprecated in APEX 1.2.4 in favor of SNC. The gcc version is still included but not supported.
- Fixed some allocations that were not going through the user-supplied allocator.
APEX Destruction 1.2.4
- Fixed contacts not getting detected between PhysX bodies and destructibles when using GRB.
APEX Clothing 1.2.4
- Fixed issues with teleport and reset.
- Fixed a crash in tangent computations.
- Fixed an issue where tangent results were different for skinned tangents.
APEX Turbulence / Particles 1.2.4
- Fixed a rare condition issue due to improper scene locking with PhysX 3.2.x in turbulence.
- Fixed GPU memory leak with turbulence/convex collision.
- Fixed an LOD issue with ParticleIOS that could cause a crash.
NVIDIA APEX SDK 1.2.4 can be downloaded through Developer Support Center (our registration guide).
Recent IGN Commentary video has revealed that PC version of “The Bureau: XCOM Declassified“, third-person shooter with tactical elements from 2K Games, will feature, among other improvements, the support for GPU accelerated PhysX effects.
Update: GPU PhysX effects trailer
As one can notice (at 1:30), the Advanced Graphics options menu of The Bureau includes “PhysX Particles” and “PhysX Cloth” settings, that can be switched On and Off separately.
According to information we have recieved so far, The Bureau: XCOM Declassified will be based on PhysX SDK 2.8.4 and Unreal Engine 3, and will feature not only particle (mesh debris) and cloth effects, but also use APEX Turbulence module.
Very similar to Hawken, GPU PhysX support in another free-2-play MMO title, PlanetSide 2, has a multi-staged history – basic integration in Closed Beta, unfulfilled promises after the release, unofficial way to enable the effects later on.
Update: official PhysX trailer by NVIDIA
And now, finally, we are glad to inform you that GPU Physics option can now be officially enabled in PlanetSide 2.
PlanetSide 2 is build on a brand new ForgeLight engine from SOE, which features a two layers of PhysX and APEX integrations – a basic CPU physics layer, based on PhysX SDK 3.2, which power all the collision and hit detection, character controllers and vehicle physics, and also an extra GPU accelerated physics effects layer, which is working working on APEX Particles and APEX Turbulence modules.
GPU PhysX effects, present in PlanetSide 2, can be devided into two categories – various types of impact debris effects (sparks, rock pieces, metal chards, wood splinters, etc) and Turbulence particles, applied to objects such as jump-pads, grav-elevators, healing grenades, teleporters and so on.
All the effects are done really well, from both artistical and technical standpoint, and also present a dramatic enhancement to the visual look of the game. PlanetSide 2 is a must-play, or at least must-see, for every user interested in PhysX Technology.
Head on over to the PlanetSide 2.com to enlist, and if you are interested in technical details behind PhysX effects, don’t forget to check “Maximizing PhysX-based particle effects in Planetside 2” article on NVIDIA Developer Zone.
If you are following our news line closely, the fact that Warframe will support GPU PhysX will not be a surprise for you – we have already wrote an article about the status of PhysX SDK and APEX integration in this upcoming MMO-cooperative shooter from Digital Extremes.
Now, the official announcement and comparison video from NVIDIA are about to bring this title to the broader audience.
Powered by Digital Extremes’ own Evolution Engine, Warframe not only uses PhysX SDK 3.2 for collision detection, rigid body physics and ragdolls, but also includes extra PhysX effects through APEX Particles 1.2 and APEX Turbulence 1.2 modules.
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.