YouTube user ThatsPie has made a pretty cool video showing off the PhysX in Torque 3D. This is a completely new video not from the Torque 3D demos we have seen before. Check it out below. If you are interested in the Torque 3D engine and its PhysX, be sure to check out our Torque 3D Pacific Physics (PhysX) Demo and Video from the Pacific Demo available on the Torque 3D website.
I know that Batman Arkham City has been out for awhile now and this is old news but as I have been extremely busy with work and finishing up school I never got a chance to post these. These are some cool Batman Arkham City PhysX comparison on/off videos from both EVGA and YouTube user penetrator2802 that show off the different PhysX features in the game and what it looks like with PhysX on and PhysX off. We posted before about the Batman Arkham City PhysX Comparison Video from NVIDIA and for more information about how PhysX has been implemented into the game and the different features used, check out the Batman Arkham City: Technical advantages of the PC version – DX11 tessellation and more technical interview with Ben Wyatt, Technical Director at Rocksteady Studios.
Batman: Arkham City – NVIDIA PhysX + DirectX 11 Comparison from EVGA Gaming
A nice PhysX comparison video featuring the new Batman Arkham City game has been uploaded to the official PNY YouTube channel. The video looks to be a promotional video from NVIDIA showing off the graphics capabilities of the latest GTX cards. The video features in game footage from Batman Arkham City and PhysX comparison side-by-side shots showing what the game looks like with PhysX on and PhysX off. If you don’t already know, Batman Arkham City makes extensive use of PhysX. PCGamesHardware.com recently did a nice technical interview detailing the PhysX use in the game – Batman Arkham City: Technical advantages of the PC version – DX11 tessellation and more.
PNY: See How GeForce GTX Series Graphics Cards Improve Your Gaming Visuals:
Since PC GAMER Confirmed Improved PhysX in Batman Arkham City we have been looking forward to Batman Arkham City and its PhysX Features. Now PCGamesHardware.com has done a nice technical interview with Ben Wyatt, Technical Director at Rocksteady Studios and talks the PC advantages of Batman Arkham City such as DX11, GPU Powered PhysX and much more. Check it out here.
PCGH: Will the PC version of Batman: Arkham City like Batman: Arkham Asylum utilize Nvidia’s PhysX API including support for Physics calculated on the GPU?
Ben Wyatt: Yes. Like Batman: Arkham Asylum, the PC version of Batman: Arkham City will feature realistic smoke, debris, leaves, and paper using GPU PhysX. There will also be features not seen in Batman: Arkham Asylum including clothing on characters.
PCGH: Which of the different APEX modules do you use (Apex Clothing/Particles (Destruction/Turbulence for fluids)? Can you give a short description where in the game APEX will be applied?
Ben Wyatt: APEX destructibles are used in the PC version for breakable elements in the game including breakable walls and objects that get thrown during fights. APEX clothing is used in the PC version for several of the characters you’ll encounter in the game and for simulating effects like paper and leaves. APEX clothing was also used for many of the cutscenes which can be seen on all platforms.
PCGH: What are the visual differences between physics calculated by CPU and GPU (via PhysX/APEX)?
Ben Wyatt: The extra PhysX effects in the PC version of the game add another dimension of realism to the game. When fighting as Batman or Catwoman, you will see walls break into splinters, paper and debris get kicked up, smoke respond realistically, and clothes on the thugs you fight.
PCGH: Are there any features that players without an Nvidia card will miss? What technical features cannot be realized with the CPU as “physics calculator”?
Ben Wyatt: All PhysX and APEX features can be run on the CPU or an NVIDIA GPU, but you can expect the game to run much slower without NVIDIA GPU acceleration when the additional PhysX effects are enabled. An NVIDIA GPU is recommended for all the additional PhysX features.
PCGH: Do you plan to use the latest PhysX SDK 3? Which advantages do you see compared to previous versions?
I am pleased to announce that GamePhys will soon have a dedicated test and benchmarking system for the site. This was a project I have been meaning to do since I started the site back in 2009 but never got around to it. The first phase of this project really got started this past BlackRead More
On Friday at GDC 2012, Aron Zoellner and Kevin Newkirk of NVIDIA presented a really nice hour long session titled Enhancing Games with APEX PhysX (Clothing, Destruction, Turbulence). In this presentation they went over the features of APEX PhysX Cloth, Destruction, and Turbulence which we have seen implemented in recent games like Mafia II andRead More
We have been hearing rumors for the past year now that AMD GPU’s will be used in the next generation consoles however, aside from reports that the Xbox would use a Fusion variant of Bulldozer, we have not been hearing to much about the actual CPU that may be used. Now SemiAccurate claims that theRead More
Zombiethatatehimself creator of the Awesome Apex PhysX Impact Damage Demonstration and Apex PhysX Impact Damage Demonstration With Stucco/plaster, and the Apex PhysX Voronoi Fracture and Destruction Demonstration has made another cool Apex PhysX demonstration with the Unreal Development Kit. This time a similar to the Voronoi Fracture and destruction demonstration but with some cool plasterRead More
Some nice news from Havok as they have announced that they have entered into a “worldwide license agreement with Nintendo Co., Ltd., to make Havok Physics and Havok Animation available to studios around the world developing on Nintendo’s Wii U™ platform” Hopefully we will see some cool games implement Havok Physics and destruction. The WiiRead More
F1nalspace has made a pretty cool PhysX SPH fluids sandbox you can download and play with showing off some awesome PhysX based SPH(smoothed particle hydrodynamics). Check it out below. I made a fluid simulation in C++ with several customizable scenarios using PhysX SDK 3.0.2 rendered with OpenGL. Fluid rendering is done using a technique calledRead More
I just wanted to post these cool UDK PhysX videos I came across on YouTube. UDK wood fracture from 19minimin91 UDK/Apex Destructible Level Test from lankeytom UDK Physics Fun by GrinchPa
Now this is exciting news, Epic Games has announced in their GDC 2012 press release that they will be showcasing Unreal Engine 4 behind closed doors at GDC 2012. Last year at GDC 2011 we saw the Samaritan demo which was jaw dropping graphics wise but did not showcase much physics, at least destruction wise.Read More
NVIDIA has released new GeForce 295.73 WHQL Drivers which include PhysX 9.12.0209 System Software for improved compatibility and performance in Alice: Madness Returns and Batman: Arkham City. NVIDIA has posted an in-depth article about the improvements you can see in various games on the official Geforce website. There was also a PhysX System Software 9.12.0213Read More
This is old now but I never got around to posting about it back during CES 2012. During the CES 2012 Intel press conference, they showed a lot of information about the upcoming Ivy Bridge Ultrabook processor including a DX11 graphics demo showing off different games that the DX11 capable Ivy Bridge processor will beRead More
The NvidiaApexDeveloper YouTube page has uploaded a new video from the Art Gallery demo showing off some awesome Apex physics and destruction. Check it out below. For more footage of this demo in action check out the original Art Gallery Destruction Demo in UE3 using APEX Destruction with GRB’s video. Hopefully this demo becomes availableRead More
Charlie over at SemiAccurate has posted an interesting rumor that the upcoming NVIDIA Kepler, GK104 GPU will have optimizations for physics calculations in the form of dedicated PhysX hardware described as a “PhysX block.” It is unclear whether these optimizations will be actual dedicated PhysX hardware or just more shaders and other PhysX optimizations butRead More
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