Archive for the ‘Turbulence’ tag
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.
After the latter update, PC version of the Assassin’s Creed IV: Black Flag (AC IV) has became the first Ubisoft’s game that implements GPU accelerated PhysX effects.
In the Black Flag, GPU PhysX support was shaped into volumetric particle effects (“PhysX Particles“), implemented through the APEX Turbulence module.
Bearing in mind that Assassin’s Creed series is already using competitive physics solution, Havok Physics engine, it was certanly an interesting technical task.
Semen Kovalev, Producer of Assassin’s Creed IV for PC at Ubisoft Kiev, was kind enough to share company’s experience on the PhysX integration process.
PhysXInfo.com: What kind of GPU accelerated physics effects can be found in Assassin’s Creed IV: Black Flag?
Semen Kovalev: In Assassin’s Creed IV: Black Flag, our development team decided to focus on adding physical smoke effects to the game. The smoke effects are present in a variety of forms such as smoke from flintlock pistol or musket shots, smoke bombs.
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.
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.
As promised earlier, PC version of Call of Duty: Ghosts title was recently patched to include a set of GPU accelerated physics effects.
Update: Dynamic Fur – technology overview and comparison video
New NVIDIA’s dynamic hair and fur simulation technology is making a debut in this game. It allows to realistically render and simulate multiple strands of fur on animals characters such as Riley the Dog.
In addition to the nice look (especially in motion), Dynamic Fur feature is utilizing DX Compute, according to the information we have recieved, and thus should be available to AMD users as well.
According to the “Graphics & Performance Guide” article, published at GeForce.com, upcoming PC version of the Assassin’s Creed IV: Black Flag title will not only feature graphics enhancements such as HBAO+ , TXAA anti-aliasing or improved shadows, but also include GPU accelerated PhysX effects in a form of APEX Turbulence based smoke and steam.
If you played Batman: Arkham Origins, or checked out our “Batman: Arkham Origins Graphics & Performance Guide”, you’ll have seen the game-changing benefits our new GPU-accelerated PhysX APEX Particle system brought to the Batman prequel. In the not too distant future, an Assassin’s Creed IV: Black Flag game update will introduce APEX Particles that are manipulated by external forces such as gravity, wind, character movement, and explosions, courtesy of the APEX Turbulence system.
As in Batman: Arkham Origins, Assassin’s Creed IV’s APEX Particles will be further enhanced by the addition of Particle Shadow Mapping (PSM), which enables select particle effects to cast shadows, and self-shadow one another. This is particularly beneficial for thick, heavy smoke effects, such as Kenway’s smoke bomb, instantly emphasizing the density of the effect to the viewer, further increasing image quality.
However, one may notice that Turbulence effects won’t be avaialble at launch, but added later on in a patch.
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.
Many of you have probably already seen the first PhysX trailer for upcoming Batman: Arkham Origins title, extracted from PAX 2013 stream and narrated by Tom Petersen.
Update: official trailer
However, we were able to abtain some additional and interesting information on GPU PhysX support in the new Batman game.
- Arkham Origins is using PhysX SDK 2.8.4, coupled with newest APEX 1.3.
- The game will be very heavy on Turbulence effects – all the interactive fog and steam, as seen in the video, is based on APEX Turbulence module. More common SPH particles, known from other PhysX games, will be not present in Arkham Origins.
- Dynamic snow is a complex simulation, that is using a set of vortex, attractors, jets, turbulence grids, and noise field samplers.
- The game will have certain amount of environmental cloth assets (paper, banners, etc), but no enhanced clothing on character.
- GPU Rigid bodies or APEX Destruction module will be not used in Batman.
Batman: Arkham Origins is scheduled for release on October 25, 2013.
Quite interesting news have arrived from Gamescom 2013 today – Call of Duty: Ghosts, new installment in the Call of Duty series, will include additional GPU accelerated PhysX effects on PC.
According to our information, COD: Ghosts will be the first game to feature several new additions to the APEX Turbulence module, related to rendering of the effects.
In current games (such as Warframe or The Bureau: XCOM Declassified), Turbulence effects, while having on complex eulerian simulation underneath, are usually visualized as a particle clouds, with each particle visibly separated one of each other.
New Call of Duty, in comparison, should bring us natural-looking, fully physically simulated volumetric smoke and dust effects with the quality, close to those seen in pre-rendered VFX scenes.
And paired with Batman: Arkham Origins, Call of Duty: Ghosts will make this autumn quite exciting for every gamer, interested in PhysX technology.
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.