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Physx sdk 4.0, better and freer physics than ever

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PhysX SDK is a GPU-accelerated physics engine widely used in the video game industry. A few weeks ago Nvidia announced its release as Open Source, and now the availability of the new PhysX SDK 4.0 version has been announced.

PhysX SDK 4.0 is the new version of this advanced physics engine, now open source

Nvidia has released an updated version of its PhysX SDK 4.0, which is available to anyone interested, and developers can already implement this physics engine on GPUs that do not belong to the GeForce range. Therefore, it is expected that in the not too distant future we will see the effects accelerated by AMD Radeon GPUs for PCs, and in consoles that are based on this same hardware.

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Nvidia's PhysX code-enabled GPU-accelerated physics simulations include details like dynamic destruction, particle-based fluids like fog, vapor, smoke, and realistic animations. There is a fairly long list of AAA games that feature PhysX enhancements, however it seems unlikely that developers will update them to implement AMD's GPU-compatible PhysX code. PhysX is already integrated into some of the most popular game engines like Unreal Engine and Unity 3D, making it easier for new games to be AMD compatible.

The new features in PhysX 4.0 are:

  • Temporal Gauss-Seidel Solver (TGS), which makes anything else that is attached or articulated much more robust. TGS dynamically recalculates the constraints with each iteration, based on the relative motion of the bodies. The new feature of reduced coordinate articulations Enables joint simulation without relative position error and realistic performance. New multi-band auto phase. Increased scalability with new filtering rules for kinematics and statics. Actor-centric scene queries significantly improve actor performance with many forms Compilation system now based on CMake.

However, PhysX is not just about games, and the latest Nvidia news and posts talk about how the free open source physics solution can handle large virtual environments and how it solves some problems in the areas of Artificial Intelligence Research, robotics research, car self-driving simulations and HPC physics simulations.

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