PhysX: Difference between revisions
Bet on Soldier was the first game to use PhysX, while the most recent as of August 2015 is the controversial Hatred. |
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{{short description|Realtime physics engine software}} |
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{{Use mdy dates|date=May 2013}} |
{{Use mdy dates|date=May 2013}} |
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{{Infobox software |
{{Infobox software |
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|logo=[[File: |
| logo = [[File:NVIDIA PhysX Logo.png|300px]] |
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|name=PhysX |
| name = PhysX |
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|screenshot = |
| screenshot = |
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|caption = |
| caption = |
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|author = |
| author = NovodeX AG ([[ETH Zurich]]) |
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|developer = [[Nvidia| |
| developer = [[Nvidia|Nvidia Corporation]]<br/><small>(2008-present)</small><br />[[Ageia]]<br/><small>(2004-2008)</small><br />NovodeX AG<br/><small>(2001-2004)</small> |
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|latest_release_version = |
| latest_release_version = Blast 5.0.0; PhysX SDK 5.1.3; Flow 2.0.2 |
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|latest_release_date = {{Release date| |
| latest_release_date = {{Release date|2023|02|23}} |
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| repo = https://github.com/NVIDIA-Omniverse/PhysX (5.x) <br /> https://github.com/NVIDIAGameWorks/PhysX (4.x) |
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| programming language = [[C++]] |
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|license = [[Proprietary software|Proprietary]] and commercial |
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|website = [http://Developer.NVIDIA.Com/physx Nvidia PhysX developer site] |
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| license = [[BSD License|BSD-3]] |
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| website = [https://developer.nvidia.com/physx-sdk Nvidia PhysX developer site] <br /> [https://nvidia-omniverse.github.io/PhysX Documentation] |
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}} |
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[[File:BFG physx.jpg|thumb|A [[BFG Technologies|BFG]] Physx card]] |
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'''PhysX''' is a [[proprietary software|proprietary]] [[Real-time computer graphics|realtime]] [[physics engine]] [[middleware]] [[Software development kit|SDK]]. PhysX was authored at NovodeX, an [[ETH Zurich]] spin-off. In 2004 NovodeX |
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'''PhysX''' is an [[Open-source software|open-source]]<ref name=":0">{{Cite news|url=https://github.com/NVIDIAGameWorks/PhysX|title=NVIDIA PhysX SDK 4.1|work=Engadget|access-date=2022-04-05|language=en-US}}</ref> [[Real-time computer graphics|realtime]] [[physics engine]] [[middleware]] [[Software development kit|SDK]] developed by [[Nvidia]] as part of the [[Nvidia GameWorks]] [[software suite]]. |
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was acquired by [[Ageia]], and in February 2008 Ageia was acquired by [[Nvidia]].<ref>{{cite press release|publisher=NVIDIA Corporation|accessdate=March 18, 2009| date=February 13, 2008|title=NVIDIA completes Acquisition of AGEIA Technologies|url=http://www.nvidia.com/object/io_1202895129984.html }}</ref> |
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⚫ | Initially, video games supporting PhysX were meant to be [[Hardware acceleration|accelerated]] by [[Physics processing unit#AGEIA PhysX|PhysX PPU]] ([[expansion card]]s designed by [[Ageia]]). However, after Ageia's acquisition by Nvidia, dedicated PhysX cards have been discontinued in favor of the [[API]] being run on [[CUDA]]-enabled [[GeForce]] [[Graphics processing unit|GPU]]s. In both cases, [[hardware acceleration]] allowed for the offloading of physics calculations from the [[Central processing unit|CPU]], allowing it to perform other tasks instead. |
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The term PhysX can also refer to the [[Physics processing unit|PPU]] [[expansion card]] designed by Ageia to accelerate PhysX-enabled [[video game]]s. |
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PhysX and other middleware physics engines are used in many video games today because they free [[game development|game developers]] from having to write their own code that implements [[classical mechanics]] (Newtonian physics) to do, for example, [[soft body dynamics]].<ref name="sdk3">{{cite web|url=http://developer.nvidia.com/physx-sdk-V30|title=NVIDIA announces the release of PhysX SDK V3|publisher=[[Nvidia]]|archive-url=https://web.archive.org/web/20110524145446/http://developer.nvidia.com/physx-sdk-v30|archive-date=May 24, 2011|url-status=dead|access-date=June 3, 2011}}</ref> |
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Middleware physics engines free [[game development|game developers]] from writing own code which implements [[classical mechanics]] (Newtonian physics) to do e.g. [[soft body dynamics]]. PhysX is one of the handful of physics engines used in the large majority of today's games.<ref name="sdk3"/> |
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⚫ | What is known today as PhysX originated as a physics simulation engine called NovodeX. The engine was developed by [[Switzerland|Swiss]] company NovodeX AG, an [[ETH Zurich]] spin-off.<ref>{{Cite web|url=https://www.ethz.ch/en/industry-and-society/entrepreneurship/spin-offs/exits/novodex.html|title=NovodeX AG|website=ETH Zürich|archive-url=https://web.archive.org/web/20180108063920/https://www.ethz.ch/en/industry-and-society/entrepreneurship/spin-offs/exits/novodex.html|archive-date=January 8, 2018|access-date=December 4, 2018}}</ref> In 2004, [[Ageia]] acquired NovodeX AG and began developing a hardware technology that could accelerate physics calculations, aiding the CPU. Ageia called the technology PhysX, the SDK was renamed from NovodeX to PhysX, and the accelerator cards were dubbed PPUs (Physics Processing Units).<ref>{{cite web|url=http://interviews.teamxbox.com/xbox/1117/AGEIA-Technologies-Interview/p1 |title=AGEIA Technologies Interview |author=César A. Berardini |date=April 12, 2005 |access-date=June 8, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20110921011441/http://interviews.teamxbox.com/xbox/1117/AGEIA-Technologies-Interview/p1 |archive-date=September 21, 2011 }}</ref> |
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In its implementation, the first video game to use PhysX technology is [[The Stalin Subway]], released in Russia-only game stores in September 2005.<ref>{{Cite web |title=Physics Engine: PhysX |url=https://www.mobygames.com/group/7258/physics-engine-physx/ |access-date=2023-09-06 |website=MobyGames |language=en}}</ref> |
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⚫ | The PhysX engine and |
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⚫ | In 2008, Ageia was itself acquired by graphics technology manufacturer Nvidia.<ref>{{cite press release|title=NVIDIA completes Acquisition of AGEIA Technologies|date=February 13, 2008|publisher=NVIDIA Corporation|url=http://www.nvidia.com/object/io_1202895129984.html|access-date=March 18, 2009}}</ref> Nvidia started enabling PhysX [[hardware acceleration]] on its line of [[GeForce]] [[Graphics card|graphics cards]]<ref>{{cite web |title=PhysX For CUDA, Linux Support A Given? |url=https://www.phoronix.com/scan.php?page=news_item&px=NjMzNA |work=Phoronix |publisher=Phoronix Media |access-date=February 14, 2008 |date=February 14, 2008}}</ref> and eventually dropped support for Ageia PPUs.<ref name="NoSupport" /> |
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The first game to use PhysX was ''[[Bet On Soldier: Blood Sport|Bet on Soldier]]'', and currently the most recent is Destructive Creations' controversial shooter, ''[[Hatred (video game)|Hatred]]''. |
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PhysX SDK 3.0 was released in May 2011 and represented a significant rewrite of the SDK, bringing improvements such as more efficient [[Multithreading (computer architecture)|multithreading]] and a unified code base for all supported platforms.<ref name="sdk3" /> |
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Nvidia PhysX is part of [[Nvidia GameWorks]]. |
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At [[Game Developers Conference|GDC 2015]], Nvidia made the [[source code]] for PhysX available on [[GitHub]], but required registration at developer.nvidia.com.<ref>{{cite web|url=https://developer.nvidia.com/physx-source-github|title=PhysX On GitHub|publisher=[[Nvidia]]|access-date=March 6, 2015}}</ref> The [[Proprietary software|proprietary]] SDK was provided to developers for free for both commercial and non-commercial use on [[Microsoft Windows|Windows]], [[Linux]], [[macOS]], [[iOS]] and [[Android (operating system)|Android]] platforms.<ref>{{cite web|url=https://developer.nvidia.com/physx-sdk|title=PhysX SDK as of January 7, 2017|publisher=[[Nvidia]]|archive-url=https://web.archive.org/web/20170107003159/https://developer.nvidia.com/physx-sdk|access-date=September 3, 2017|archive-date=January 7, 2017}}</ref> |
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⚫ | What is known today as PhysX originated as a physics simulation engine called |
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On December 3, 2018, PhysX was made open source under a [[BSD-3|3-clause BSD license]], but this change applied only to computer and mobile platforms.<ref name=":1">{{Cite web|url=https://developer.nvidia.com/physx-sdk|title=PhysX SDK|date=November 28, 2018|website=NVIDIA Developer|language=en|archive-url=https://web.archive.org/web/20181205103131/https://developer.nvidia.com/physx-sdk|archive-date=December 5, 2018|access-date=December 5, 2018}}</ref> |
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On November 8, 2022, the open source release was updated to PhysX 5, under the same [[BSD-3|3-clause BSD license]].<ref>{{cite web|url=https://developer.nvidia.com/blog/open-source-simulation-expands-with-nvidia-physx-5-release/|title=Open Source Simulation Expands with NVIDIA PhysX 5 Release|date=November 8, 2022 |publisher=[[Nvidia]]|archive-url=https://web.archive.org/web/20230528035837/https://developer.nvidia.com/blog/open-source-simulation-expands-with-nvidia-physx-5-release/|access-date=June 15, 2023|archive-date=May 28, 2023}}</ref> |
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⚫ | In 2008, Ageia was itself acquired by graphics technology manufacturer |
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==Features== |
==Features== |
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⚫ | The PhysX engine and SDK are available for Microsoft Windows, macOS, Linux,<ref name=":1" /> [[PlayStation 3]],<ref name="ps3-physx-license">{{cite press release|title=Sony Computer Entertainment Enters Into Strategic Licensing Agreement With AGEIA|date=July 21, 2005|publisher=Sony Computer Entertainment, Inc.|url=http://www.scei.co.jp/corporate/release/pdf/050721be.pdf|access-date=August 23, 2006|url-status=dead|archive-url=https://web.archive.org/web/20060311061054/http://www.scei.co.jp/corporate/release/pdf/050721be.pdf|archive-date=March 11, 2006}}</ref><ref>{{cite web|url=http://kotaku.com/5172843/playstation-3-gets-free-physx-from-nvidia|title=Playstation 3 gets free PhysX from Nvidia|date=March 18, 2009 |publisher=Kotaku}}</ref> [[PlayStation 4]],<ref>{{cite web|url=http://www.ign.com/articles/2013/03/07/nvidia-announces-physx-support-for-playstation-4|title=Nvidia Announces PhysX Support for PlayStation 4|last=Lowe|first=Scott|date=March 7, 2013}}</ref> [[Xbox 360]],<ref name="PhysX website">{{cite web|url=http://www.nvidia.com/object/nvidia_physx.html|title=PhysX – Overview – GeForce|publisher=Nvidia.com|access-date=November 30, 2011|archive-date=April 29, 2009|archive-url=https://web.archive.org/web/20090429032417/http://www.nvidia.com/object/nvidia_physx.html|url-status=dead}}</ref> [[Xbox One]],<ref name="NVIDIA Announces PhysX Support for Microsoft Xbox One Game Console">{{cite web|url=http://nvidianews.nvidia.com/News/nvidia-announces-physx-support-for-microsoft-xbox-one-game-console-997.aspx|title=NVIDIA Announces PhysX Support for Microsoft Xbox One Game Console|publisher=Nvidia.com|archive-url=https://web.archive.org/web/20141109040434/http://nvidianews.nvidia.com/News/nvidia-announces-physx-support-for-microsoft-xbox-one-game-console-997.aspx|archive-date=November 9, 2014|url-status=dead|access-date=November 9, 2014}}</ref> [[Wii]],<ref name="Gamasutra News">{{cite web|url=http://www.gamasutra.com/php-bin/news_index.php?story=22812|title=News – Pre-GDC: Nvidia PhysX Approved For Wii Developers|date=March 19, 2009|publisher=Gamasutra|access-date=November 30, 2011}}</ref> iOS and Android.<ref name=":1" /> |
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PhysX is a multi-threaded physics simulation [[Software development kit|SDK]] available for [[Microsoft Windows]], [[Mac OS X]], [[Linux]], [[PlayStation 3]], [[Xbox 360]] and [[Wii]]. It supports rigid body dynamics, soft body dynamics, [[Ragdoll physics|ragdolls]] and character controllers, vehicle dynamics, particles, volumetric fluid simulation and cloth simulation including tearing and pressurized cloth. |
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PhysX is a multi-threaded physics simulation SDK. It supports [[rigid body dynamics]], [[Soft-body dynamics|soft body dynamics]] (like [[cloth simulation]], including tearing and pressurized cloth), [[Ragdoll physics|ragdolls]] and character controllers, [[vehicle dynamics]], [[Particle system|particles]] and [[Computational fluid dynamics|volumetric fluid simulation]]. |
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==Hardware acceleration== |
==Hardware acceleration== |
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===PPU=== |
===PPU=== |
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A [[physics processing unit]] (PPU) is a processor specially designed to alleviate the calculation burden on the CPU, specifically calculations involving physics. |
A [[physics processing unit]] (PPU) is a processor specially designed to alleviate the calculation burden on the CPU, specifically calculations involving physics. PhysX PPUs were offered to consumers in the forms of [[Peripheral Component Interconnect|PCI]] or [[PCI Express|PCIe]] cards by [[ASUS]],<ref>{{cite web|url=https://www.overclock3d.net/reviews/cpu_mainboard/asus_128mb_physx_card_reviewpreview/1|title=Asus 128mb PhysX Card Review/Preview|date=July 12, 2006}}</ref> [[BFG Technologies]],<ref>{{cite web|url=http://www.bfgtech.com/news_8.31.05.html|title=AGEIA And BFG Technologies Enter Into Retail Distribution Agreement|archive-url=https://web.archive.org/web/20060426124859/http://www.bfgtech.com/news_8.31.05.html|archive-date=April 26, 2006}}</ref><ref>{{cite web|url=https://www.techpowerup.com/review/bfg-ageia-physx-card/|title=BFG Ageia PhysX Card Review|date=2007-10-01}}</ref> [[Dell]]<ref>{{cite web|url=https://www.cnet.com/products/ageia-physx-graphics-card-ageia-physx-128-mb/|title=AGEIA PhysX - graphics card - AGEIA PhysX - 128 MB Specs|publisher=Cnet}}</ref> and [[ELSA Technology]].<ref>{{cite web|url=https://www.fudzilla.com/news/1893-elsa-teams-up-with-ageia|title=ELSA teams up with Ageia}}</ref> |
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Beginning with version 2.8.3 of the PhysX SDK, support for PPU cards was dropped, and PPU cards are no longer manufactured.<ref name="NoSupport">{{cite web |url=http://physxinfo.com/news/4697/how-to-restore-ppu-support-with-latest-physx-drivers/ |title=How to restore PPU support with latest PhysX Drivers | PhysXInfo.com – PhysX News |publisher=PhysXInfo.com |date=January 17, 2011 |access-date=November 30, 2011 |archive-date=November 24, 2011 |archive-url=https://web.archive.org/web/20111124044806/http://physxinfo.com/news/4697/how-to-restore-ppu-support-with-latest-physx-drivers/ |url-status=dead }}</ref> The last incarnation of PhysX PPU standalone card designed by Ageia had roughly the same PhysX performance as a dedicated [[9800GTX]].<ref>{{cite web|url=http://www.pcgameshardware.com/&menu=browser&image_id=967623&article_id=674175&page=1&show=original|title=English articles from PC Games Hardware|website=www.pcgameshardware.com|date=January 26, 2009}}</ref> |
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===GPU=== |
===GPU=== |
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After Nvidia's acquisition of Ageia, PhysX development turned away from PPU expansion cards and focused instead on the [[GPGPU]] capabilities of modern GPUs. |
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After [[Nvidia]]'s acquisition of [[Ageia]], PhysX development turned away from PPU extension cards and focused instead on the [[GPGPU]] capabilities of modern [[Graphics processing unit|GPUs]]. A graphics processing unit or GPU (also occasionally called visual processing unit or VPU) is a dedicated graphics rendering device for a personal computer, workstation or game console. Modern GPUs are very efficient at manipulating and displaying computer graphics, and their highly parallel structure makes them more effective than general-purpose CPUs for a range of complex algorithms, such as accelerating physical simulations using PhysX. A GPU can be located on a dedicated video card, or it can be integrated directly into the motherboard. More than 90% of new desktop and notebook computers have integrated GPUs. |
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Modern GPUs are very efficient at manipulating and displaying computer graphics, and their [[Parallel computing|highly parallel]] structure makes them more effective than general-purpose CPUs for accelerating physical simulations using PhysX. |
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⚫ | Any [[CUDA]]-ready GeForce graphics card (series |
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⚫ | Any [[CUDA]]-ready GeForce graphics card (8-series or later GPU with a minimum of 32 cores and a minimum of 256 MB dedicated graphics memory<ref name="PhysX FAQ">{{cite web|url=http://www.nvidia.com/object/physx_faq.html|title=PhysX FAQ|publisher=Nvidia.com|access-date=December 10, 2015}}</ref>) can take advantage of PhysX without the need to install a dedicated PhysX card. |
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==APEX== |
==APEX== |
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Nvidia APEX technology is a multi-platform scalable dynamics framework build around the PhysX SDK. It was first introduced in ''[[Mafia II]]'' in August 2010.<ref name = APEX>{{cite web | url = http://benchmarkreviews.com/index.php?option=com_content&task=view&id=582&Itemid=64 | title = Mafia-II Video Game Performance Review | |
Nvidia APEX technology is a multi-platform scalable dynamics framework build around the PhysX SDK. It was first introduced in ''[[Mafia II]]'' in August 2010.<ref name = APEX>{{cite web | url = http://benchmarkreviews.com/index.php?option=com_content&task=view&id=582&Itemid=64 | title = Mafia-II Video Game Performance Review | access-date = August 23, 2010 | author = Olin Coles | publisher = BenchmarkReviews.com}}</ref> Nvidia's APEX comprises the following modules: APEX Destruction, APEX Clothing, APEX Particles, APEX Turbulence, APEX ForceField and formerly APEX Vegetation which was suspended in 2011.<ref>{{cite web |url=http://developer.nvidia.com/apex |title=APEX |access-date=June 8, 2011}}</ref><ref>{{cite web |title= Category:APEX - PhysX Wiki |url=http://physxinfo.com/wiki/Category:APEX |publisher=PhysXInfo.com |access-date=21 July 2013}}</ref> |
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From version 1.4.1 APEX SDK is deprecated.<ref>{{Cite web|url=http://gameworksdocs.nvidia.com/APEX/1.4/release_notes/ReleaseNotes.html|title=APEX 1.4.1 - Release Notes (APEX has been deprecated)|website=gameworksdocs.nvidia.com|access-date=December 5, 2018}}</ref> |
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==Nvidia FleX== |
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FleX is a particle based simulation technique for real-time [[visual effects]]. Traditionally, visual effects are made using a combination of elements created using specialized solvers for [[rigid bodies]], fluids, clothing, etc. Because FleX uses a unified particle representation for all object types, it enables new effects where different simulated substances can interact with each other seamlessly. Such unified physics solvers are a staple of the [[3D rendering#Non real-time|offline computer graphics]] world, where tools such as [[Autodesk Maya]]'s nCloth, and [[Autodesk Softimage|Softimage]]'s Lagoa are widely used. The goal for FleX is to use the power of GPUs to bring the capabilities of these offline applications to real-time computer graphics.<ref>{{Cite web|url=https://developer.nvidia.com/flex|title=NVIDIA FleX|date=2015-08-13|website=NVIDIA Developer|language=en|access-date=2019-04-17}}</ref> |
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==Real World Technologies |
== Criticism from Real World Technologies == |
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On July 5, 2010, Real World Technologies published an analysis<ref> |
On July 5, 2010, Real World Technologies published an analysis<ref>{{cite web|url=http://www.realworldtech.com/page.cfm?ArticleID=RWT070510142143|title=PhysX87: Software Deficiency|website=www.realworldtech.com}}</ref> of the PhysX architecture. According to this analysis, most of the code used in PhysX applications at the time was based on [[x87]] [[CPU instruction|instructions]] without any [[Multithreading (computer architecture)|multithreading]] [[Code optimization|optimization]]. This could cause significant performance drops when running PhysX code on the CPU. The article suggested that a PhysX rewrite using [[Streaming SIMD Extensions|SSE]] instructions may substantially lessen the performance discrepancy between CPU PhysX and GPU PhysX. |
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In response to the Real World Technologies analysis, Mike Skolones, product manager of PhysX, said<ref>{{cite web|last=Stokes |first=Jon |url= |
In response to the Real World Technologies analysis, Mike Skolones, [[product manager]] of PhysX, said<ref>{{cite web|last=Stokes |first=Jon |url=https://arstechnica.com/gaming/news/2010/07/did-nvidia-cripple-its-cpu-gaming-physics-library-to-spite-intel.ars |title=Did NVIDIA cripple its CPU gaming physics library to spite Intel? |publisher=Arstechnica.com |date=July 8, 2010 |access-date=November 30, 2011}}</ref> that SSE support had been left behind because most games are developed for [[Video game console|consoles]] first and then ported to the PC. As a result, modern computers run these games faster and better than the consoles even with little or no optimization. |
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Senior PR manager of Nvidia, Bryan Del Rizzo, explained that |
Senior [[Public relations|PR manager]] of Nvidia, Bryan Del Rizzo, explained that multithreading had already been available with CPU PhysX 2.x and that it had been up to the developer to make use of it. He also stated that automatic multithreading and SSE would be introduced with version 3 of the PhysX SDK.<ref>{{cite web|url=http://www.thinq.co.uk/2010/7/8/nvidia-were-not-hobbling-cpu-physx/ |title=Nvidia: We're not hobbling CPU PhysX | thinq_ | Page 1 |publisher=Thinq.co.uk |access-date=November 30, 2011}}</ref> |
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PhysX SDK 3.0 was released in May 2011 and represented a significant rewrite of the SDK, bringing improvements such as more efficient multithreading and a unified code base for all supported platforms.<ref name="sdk3" |
PhysX SDK 3.0 was released in May 2011 and represented a significant rewrite of the SDK, bringing improvements such as more efficient multithreading and a unified code base for all supported platforms.<ref name="sdk3" /> |
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==Usage== |
==Usage== |
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=== PhysX in video games === |
=== PhysX in video games === |
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⚫ | PhysX technology is used by [[game engine]]s such as [[Unreal Engine]] (version 3 onwards), [[Unity (game engine)|Unity]], [[Gamebryo]], [[Vision Engine|Vision]] (version 6 onwards), Instinct Engine,<ref>{{cite web |url=http://www.instinctengine.com/index.php/products/instinct-studio-sdk |title=Instinct Software - Instinct Engine SDK |publisher=Instinctengine.com |access-date=2013-10-04 |archive-url=https://web.archive.org/web/20150213215822/http://instinctengine.com/index.php/products/instinct-studio-sdk |archive-date=February 13, 2015 |url-status=dead |df=mdy-all }}</ref> [[Panda3D]], [[Diesel (game engine)|Diesel]], [[Torque (game engine)|Torque]], [[HeroEngine]], and [[BigWorld]].<ref name="PhysX FAQ"/> |
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{{see also|List of games with hardware-accelerated PhysX support}} |
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⚫ | PhysX technology is used by [[game engine]]s such as [[Unreal Engine]] (version 3 onwards), [[Unity (game engine)|Unity]], [[Gamebryo]], [[Vision Engine|Vision]] (version 6 onwards), Instinct Engine,<ref>{{cite web|url=http://www.instinctengine.com/index.php/products/instinct-studio-sdk |title=Instinct Software - Instinct Engine SDK |publisher=Instinctengine.com |date |
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As one of the handful of major physics engines, it is used in many games, such as ''[[ |
As one of the handful of major physics engines, it is used in many games, such as ''[[The Witcher 3: Wild Hunt]]'', ''[[Warframe]]'', ''[[Killing Floor 2]]'', ''[[Fallout 4]]'', ''[[Batman: Arkham Knight]]'', ''[[Planetside 2]], ''and ''[[Borderlands 2]]''. Most of these games use the CPU to process the physics simulations. |
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Video games with optional support for hardware-accelerated PhysX often include additional effects such as tearable cloth, dynamic smoke or simulated particle debris.<ref>{{cite web |url=http://techreport.com/articles.x/16392 |title=A look at PhysX in Mirror's Edge |author=Matt Butrovich |publisher=[[The Tech Report]] |date=February 12, 2009 | |
Video games with optional support for hardware-accelerated PhysX often include additional effects such as tearable cloth, dynamic smoke or simulated particle debris.<ref>{{cite web |url=http://techreport.com/articles.x/16392 |title=A look at PhysX in Mirror's Edge |author=Matt Butrovich |publisher=[[The Tech Report]] |date=February 12, 2009 |access-date=April 6, 2011}}</ref><ref>{{cite web |url=http://news.cnet.com/8301-17938_105-10355716-1.html |title=Nvidia's PhysX makes PC Batman: Arkham Asylum worth the wait |author=Rich Brown |publisher=[[cNET.com]] |date=September 21, 2009 |access-date=April 6, 2011}}</ref><ref>{{cite web |url=http://www.extremetech.com/article2/0,2845,2368499,00.asp |title=Mafia II: Is Applied PhysX Worth It? |author=Matthew Murray |publisher=[[ExtremeTech]] |date=September 2, 2010 |access-date=April 6, 2011 |archive-date=December 30, 2010 |archive-url=https://web.archive.org/web/20101230135015/http://www.extremetech.com/article2/0,2845,2368499,00.asp |url-status=dead }}</ref> |
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=== PhysX in other software === |
=== PhysX in other software === |
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Other software with PhysX support includes: |
Other software with PhysX support includes: |
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*[[Active Worlds]] (AW), a 3D virtual reality platform with its client running on Windows |
*[[Active Worlds]] (AW), a 3D virtual reality platform with its client running on Windows{{Citation needed|date=December 2018}} |
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*[[Amazon Lumberyard]], a 3D game development engine developed by [[Amazon_(company)|Amazon]]<ref>{{Cite web|url=https://docs.aws.amazon.com/lumberyard/latest/userguide/gems-system-gem-physx.html|title=PhysX - Lumberyard User Guide|access-date=April 15, 2020|archive-date=September 22, 2020|archive-url=https://web.archive.org/web/20200922021924/https://docs.aws.amazon.com/lumberyard/latest/userguide/gems-system-gem-physx.html|url-status=dead}}</ref> |
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*[[Autodesk 3ds Max]], [[Autodesk Maya]] and [[Autodesk Softimage]], [[computer animation]] suites<ref>{{cite web |url=http://www.cgchannel.com/2011/03/videos-autodesk-reveals-new-features-in-maya-2012/ |title=Videos: Autodesk reveals new features in Maya 2012 |author=Jim Thacker |publisher=cgchannel.com |date=March 1, 2011 | |
*[[Autodesk 3ds Max]], [[Autodesk Maya]] and [[Autodesk Softimage]], [[computer animation]] suites<ref>{{cite web |url=http://www.cgchannel.com/2011/03/videos-autodesk-reveals-new-features-in-maya-2012/ |title=Videos: Autodesk reveals new features in Maya 2012 |author=Jim Thacker |publisher=cgchannel.com |date=March 1, 2011 |access-date=April 6, 2011}}</ref><ref>{{cite web |url=http://www.beyond3d.com/content/news/765 |title=3ds Max 2012 and Maya 2012 adds PhysX support |publisher=Beyond3D.com |date=March 1, 2011 |access-date=April 6, 2011 |archive-url=https://web.archive.org/web/20170708155351/https://www.beyond3d.com/content/news/765 |archive-date=July 8, 2017 |url-status=dead }}</ref><ref>{{cite web |url=http://www.vizworld.com/2010/05/nvidia-physx-cuda-softimage-2011/ |title=NVidia PhysX and CUDA in Softimage 2011 |author=Randall Hand |publisher=Vizworld.com |date=May 5, 2010 |access-date=April 6, 2011}}</ref> |
||
*[[DarkBASIC Professional]] (with DarkPHYSICS upgrade), a [[programming language]] targeted at game development<ref name="darkbasic-pro-physx">{{cite press release|publisher= |
*[[DarkBASIC Professional]] (with DarkPHYSICS upgrade), a [[programming language]] targeted at game development<ref name="darkbasic-pro-physx">{{cite press release|publisher=The Game Creators |access-date=September 23, 2006 |date=March 22, 2006 |title=The Game Creators Integrate AGEIA PhysX Technology into DarkBASIC Professional |url=http://www.gamedev.net/community/forums/topic.asp?topic_id=382741 |url-status=dead |archive-url=https://web.archive.org/web/20060427020754/http://www.gamedev.net/community/forums/topic.asp?topic_id=382741 |archive-date=April 27, 2006 }}</ref> |
||
*[[DX Studio]], an integrated development environment for creating interactive 3D graphics<ref>{{cite web|url= |
*[[DX Studio]], an integrated development environment for creating interactive 3D graphics<ref>{{cite web|url=http://www.dxstudio.com/features.aspx|title=Overview|work=DX Studio|publisher=Worldweaver|access-date=November 2, 2008|archive-url=https://web.archive.org/web/20090705092517/http://www.dxstudio.com/features.aspx|archive-date=July 5, 2009|url-status=dead}}</ref> |
||
⚫ | *[[Futuremark]]'s [[3DMark#Versions|3DMark06]] and [[3DMark#3DMark Vantage|Vantage]] [[benchmark (computing)|benchmarking tools]]<ref>{{cite news|url= http://findarticles.com/p/articles/mi_m0EIN/is_2006_Sept_27/ai_n16836909 |title=AGEIA Joins Futuremark's 3DMark Benchmark Development Program|date=September 27, 2006|agency=[[BusinessWire]]|work=[[FindArticles]]|publisher=CBS Interactive| |
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*[[ForgeLight]], a game engine developed by the former [[Sony Online Entertainment]]. |
|||
⚫ | |||
⚫ | *[[Futuremark]]'s [[3DMark#Versions|3DMark06]] and [[3DMark#3DMark Vantage|Vantage]] [[benchmark (computing)|benchmarking tools]]<ref>{{cite news|url= http://findarticles.com/p/articles/mi_m0EIN/is_2006_Sept_27/ai_n16836909 |title=AGEIA Joins Futuremark's 3DMark Benchmark Development Program|date=September 27, 2006|agency=[[BusinessWire]]|work=[[FindArticles]]|publisher=CBS Interactive|access-date=November 3, 2008}}</ref> |
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⚫ | |||
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⚫ | |||
⚫ | |||
⚫ | *The [[PAL (software)|Physics Abstraction Layer]], a physical simulation [[Application programming interface|API]] abstraction system (it provides [[COLLADA]] and [[Scythe Physics Editor]] support for PhysX)<ref>{{cite web|url=http://www.adrianboeing.com/pal/engines.html| title=Engines|publisher=Physics Abstraction Layer|first=Adrian|last=Boeing| |
||
⚫ | |||
⚫ | |||
⚫ | *The [[PAL (software)|Physics Abstraction Layer]], a physical simulation [[Application programming interface|API]] abstraction system (it provides [[COLLADA]] and [[Scythe Physics Editor]] support for PhysX)<ref>{{cite web|url=http://www.adrianboeing.com/pal/engines.html| title=Engines|publisher=Physics Abstraction Layer|first=Adrian|last=Boeing|access-date=November 18, 2007}}</ref> |
||
⚫ | |||
*The Physics Engine Evaluation Lab, a tool designed to evaluate, compare and benchmark physics engines.<ref>{{Citation|last=Pierre-Terdiman|title=GitHub - Pierre-Terdiman/PEEL: Physics Engine Evaluation Lab.|date=2019-03-22|url=https://github.com/Pierre-Terdiman/PEEL|access-date=2019-03-22}}</ref> |
|||
*[[Unreal Engine]] game development software by [[Epic Games]]. Unreal Engine 4.26 and onwards has officially deprecated PhysX.<ref>{{Cite web|url=https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview|title = Unreal Engine 4.26 Preview|date = September 24, 2020}}</ref> |
|||
*[[Unity (game engine)|Unity]] by Unity ApS. Unity's Data-Oriented Technology Stack does not use PhysX.<ref>{{Cite web|url=https://docs.unity3d.com/Manual/PhysicsSection.html|title=Unity - Manual: Physics}}</ref> |
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==See also== |
==See also== |
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* [[Newton Game Dynamics]] |
* [[Newton Game Dynamics]] |
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* [[OpenGL]] |
* [[OpenGL]] |
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* [[Unreal Engine]] |
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* [[Unity (game engine)]] |
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* [[Vortex (software)]] |
* [[Vortex (software)]] |
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* [[AGX Multiphysics]] |
* [[AGX Multiphysics]] |
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==External links== |
==External links== |
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*[ |
*[https://developer.nvidia.com/physx-sdk Official Product Site] |
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*[http://www.techgage.com/article/ageia_physx_first_impressions/ Techgage: AGEIA PhysX.. First Impressions] |
*[http://www.techgage.com/article/ageia_physx_first_impressions/ Techgage: AGEIA PhysX.. First Impressions] |
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*[http://techgage.com/article/nvidias_physx_performance_and_status_report/ Techgage: NVIDIA's PhysX: Performance and Status Report] |
*[http://techgage.com/article/nvidias_physx_performance_and_status_report/ Techgage: NVIDIA's PhysX: Performance and Status Report] |
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{{DEFAULTSORT:Physx}} |
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Latest revision as of 19:53, 9 October 2024
Original author(s) | NovodeX AG (ETH Zurich) |
---|---|
Developer(s) | Nvidia Corporation (2008-present) Ageia (2004-2008) NovodeX AG (2001-2004) |
Stable release | Blast 5.0.0; PhysX SDK 5.1.3; Flow 2.0.2
/ February 23, 2023 |
Repository | https://github.com/NVIDIA-Omniverse/PhysX (5.x) https://github.com/NVIDIAGameWorks/PhysX (4.x) |
Written in | C++ |
Operating system | Microsoft Windows, macOS, Linux, PlayStation 2, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Wii, iOS, Android |
Type | Physics simulation |
License | BSD-3 |
Website | Nvidia PhysX developer site Documentation |
PhysX is an open-source[1] realtime physics engine middleware SDK developed by Nvidia as part of the Nvidia GameWorks software suite.
Initially, video games supporting PhysX were meant to be accelerated by PhysX PPU (expansion cards designed by Ageia). However, after Ageia's acquisition by Nvidia, dedicated PhysX cards have been discontinued in favor of the API being run on CUDA-enabled GeForce GPUs. In both cases, hardware acceleration allowed for the offloading of physics calculations from the CPU, allowing it to perform other tasks instead.
PhysX and other middleware physics engines are used in many video games today because they free game developers from having to write their own code that implements classical mechanics (Newtonian physics) to do, for example, soft body dynamics.[2]
History
[edit]What is known today as PhysX originated as a physics simulation engine called NovodeX. The engine was developed by Swiss company NovodeX AG, an ETH Zurich spin-off.[3] In 2004, Ageia acquired NovodeX AG and began developing a hardware technology that could accelerate physics calculations, aiding the CPU. Ageia called the technology PhysX, the SDK was renamed from NovodeX to PhysX, and the accelerator cards were dubbed PPUs (Physics Processing Units).[4]
In its implementation, the first video game to use PhysX technology is The Stalin Subway, released in Russia-only game stores in September 2005.[5]
In 2008, Ageia was itself acquired by graphics technology manufacturer Nvidia.[6] Nvidia started enabling PhysX hardware acceleration on its line of GeForce graphics cards[7] and eventually dropped support for Ageia PPUs.[8]
PhysX SDK 3.0 was released in May 2011 and represented a significant rewrite of the SDK, bringing improvements such as more efficient multithreading and a unified code base for all supported platforms.[2]
At GDC 2015, Nvidia made the source code for PhysX available on GitHub, but required registration at developer.nvidia.com.[9] The proprietary SDK was provided to developers for free for both commercial and non-commercial use on Windows, Linux, macOS, iOS and Android platforms.[10]
On December 3, 2018, PhysX was made open source under a 3-clause BSD license, but this change applied only to computer and mobile platforms.[11]
On November 8, 2022, the open source release was updated to PhysX 5, under the same 3-clause BSD license.[12]
Features
[edit]The PhysX engine and SDK are available for Microsoft Windows, macOS, Linux,[11] PlayStation 3,[13][14] PlayStation 4,[15] Xbox 360,[16] Xbox One,[17] Wii,[18] iOS and Android.[11]
PhysX is a multi-threaded physics simulation SDK. It supports rigid body dynamics, soft body dynamics (like cloth simulation, including tearing and pressurized cloth), ragdolls and character controllers, vehicle dynamics, particles and volumetric fluid simulation.
Hardware acceleration
[edit]PPU
[edit]A physics processing unit (PPU) is a processor specially designed to alleviate the calculation burden on the CPU, specifically calculations involving physics. PhysX PPUs were offered to consumers in the forms of PCI or PCIe cards by ASUS,[19] BFG Technologies,[20][21] Dell[22] and ELSA Technology.[23]
Beginning with version 2.8.3 of the PhysX SDK, support for PPU cards was dropped, and PPU cards are no longer manufactured.[8] The last incarnation of PhysX PPU standalone card designed by Ageia had roughly the same PhysX performance as a dedicated 9800GTX.[24]
GPU
[edit]After Nvidia's acquisition of Ageia, PhysX development turned away from PPU expansion cards and focused instead on the GPGPU capabilities of modern GPUs.
Modern GPUs are very efficient at manipulating and displaying computer graphics, and their highly parallel structure makes them more effective than general-purpose CPUs for accelerating physical simulations using PhysX.
Any CUDA-ready GeForce graphics card (8-series or later GPU with a minimum of 32 cores and a minimum of 256 MB dedicated graphics memory[25]) can take advantage of PhysX without the need to install a dedicated PhysX card.
APEX
[edit]Nvidia APEX technology is a multi-platform scalable dynamics framework build around the PhysX SDK. It was first introduced in Mafia II in August 2010.[26] Nvidia's APEX comprises the following modules: APEX Destruction, APEX Clothing, APEX Particles, APEX Turbulence, APEX ForceField and formerly APEX Vegetation which was suspended in 2011.[27][28]
From version 1.4.1 APEX SDK is deprecated.[29]
Nvidia FleX
[edit]FleX is a particle based simulation technique for real-time visual effects. Traditionally, visual effects are made using a combination of elements created using specialized solvers for rigid bodies, fluids, clothing, etc. Because FleX uses a unified particle representation for all object types, it enables new effects where different simulated substances can interact with each other seamlessly. Such unified physics solvers are a staple of the offline computer graphics world, where tools such as Autodesk Maya's nCloth, and Softimage's Lagoa are widely used. The goal for FleX is to use the power of GPUs to bring the capabilities of these offline applications to real-time computer graphics.[30]
Criticism from Real World Technologies
[edit]On July 5, 2010, Real World Technologies published an analysis[31] of the PhysX architecture. According to this analysis, most of the code used in PhysX applications at the time was based on x87 instructions without any multithreading optimization. This could cause significant performance drops when running PhysX code on the CPU. The article suggested that a PhysX rewrite using SSE instructions may substantially lessen the performance discrepancy between CPU PhysX and GPU PhysX.
In response to the Real World Technologies analysis, Mike Skolones, product manager of PhysX, said[32] that SSE support had been left behind because most games are developed for consoles first and then ported to the PC. As a result, modern computers run these games faster and better than the consoles even with little or no optimization. Senior PR manager of Nvidia, Bryan Del Rizzo, explained that multithreading had already been available with CPU PhysX 2.x and that it had been up to the developer to make use of it. He also stated that automatic multithreading and SSE would be introduced with version 3 of the PhysX SDK.[33]
PhysX SDK 3.0 was released in May 2011 and represented a significant rewrite of the SDK, bringing improvements such as more efficient multithreading and a unified code base for all supported platforms.[2]
Usage
[edit]PhysX in video games
[edit]PhysX technology is used by game engines such as Unreal Engine (version 3 onwards), Unity, Gamebryo, Vision (version 6 onwards), Instinct Engine,[34] Panda3D, Diesel, Torque, HeroEngine, and BigWorld.[25]
As one of the handful of major physics engines, it is used in many games, such as The Witcher 3: Wild Hunt, Warframe, Killing Floor 2, Fallout 4, Batman: Arkham Knight, Planetside 2, and Borderlands 2. Most of these games use the CPU to process the physics simulations.
Video games with optional support for hardware-accelerated PhysX often include additional effects such as tearable cloth, dynamic smoke or simulated particle debris.[35][36][37]
PhysX in other software
[edit]Other software with PhysX support includes:
- Active Worlds (AW), a 3D virtual reality platform with its client running on Windows[citation needed]
- Amazon Lumberyard, a 3D game development engine developed by Amazon[38]
- Autodesk 3ds Max, Autodesk Maya and Autodesk Softimage, computer animation suites[39][40][41]
- DarkBASIC Professional (with DarkPHYSICS upgrade), a programming language targeted at game development[42]
- DX Studio, an integrated development environment for creating interactive 3D graphics[43]
- ForgeLight, a game engine developed by the former Sony Online Entertainment.
- Futuremark's 3DMark06 and Vantage benchmarking tools[44]
- Microsoft Robotics Studio, an environment for robot control and simulation[45]
- Nvidia's SuperSonic Sled and Raging Rapids Ride, technology demos
- OGRE (via the NxOgre wrapper), an open source rendering engine[citation needed]
- The Physics Abstraction Layer, a physical simulation API abstraction system (it provides COLLADA and Scythe Physics Editor support for PhysX)[46]
- Rayfire, a plug-in for Autodesk 3ds Max that allows fracturing and other physics simulations[citation needed]
- The Physics Engine Evaluation Lab, a tool designed to evaluate, compare and benchmark physics engines.[47]
- Unreal Engine game development software by Epic Games. Unreal Engine 4.26 and onwards has officially deprecated PhysX.[48]
- Unity by Unity ApS. Unity's Data-Oriented Technology Stack does not use PhysX.[49]
See also
[edit]- DirectX
- Bullet (software)
- Havok (software)
- Open Dynamics Engine
- Newton Game Dynamics
- OpenGL
- Vortex (software)
- AGX Multiphysics
References
[edit]- ^ "NVIDIA PhysX SDK 4.1". Engadget. Retrieved April 5, 2022.
- ^ a b c "NVIDIA announces the release of PhysX SDK V3". Nvidia. Archived from the original on May 24, 2011. Retrieved June 3, 2011.
- ^ "NovodeX AG". ETH Zürich. Archived from the original on January 8, 2018. Retrieved December 4, 2018.
- ^ César A. Berardini (April 12, 2005). "AGEIA Technologies Interview". Archived from the original on September 21, 2011. Retrieved June 8, 2011.
- ^ "Physics Engine: PhysX". MobyGames. Retrieved September 6, 2023.
- ^ "NVIDIA completes Acquisition of AGEIA Technologies" (Press release). NVIDIA Corporation. February 13, 2008. Retrieved March 18, 2009.
- ^ "PhysX For CUDA, Linux Support A Given?". Phoronix. Phoronix Media. February 14, 2008. Retrieved February 14, 2008.
- ^ a b "How to restore PPU support with latest PhysX Drivers | PhysXInfo.com – PhysX News". PhysXInfo.com. January 17, 2011. Archived from the original on November 24, 2011. Retrieved November 30, 2011.
- ^ "PhysX On GitHub". Nvidia. Retrieved March 6, 2015.
- ^ "PhysX SDK as of January 7, 2017". Nvidia. Archived from the original on January 7, 2017. Retrieved September 3, 2017.
- ^ a b c "PhysX SDK". NVIDIA Developer. November 28, 2018. Archived from the original on December 5, 2018. Retrieved December 5, 2018.
- ^ "Open Source Simulation Expands with NVIDIA PhysX 5 Release". Nvidia. November 8, 2022. Archived from the original on May 28, 2023. Retrieved June 15, 2023.
- ^ "Sony Computer Entertainment Enters Into Strategic Licensing Agreement With AGEIA" (PDF) (Press release). Sony Computer Entertainment, Inc. July 21, 2005. Archived from the original (PDF) on March 11, 2006. Retrieved August 23, 2006.
- ^ "Playstation 3 gets free PhysX from Nvidia". Kotaku. March 18, 2009.
- ^ Lowe, Scott (March 7, 2013). "Nvidia Announces PhysX Support for PlayStation 4".
- ^ "PhysX – Overview – GeForce". Nvidia.com. Archived from the original on April 29, 2009. Retrieved November 30, 2011.
- ^ "NVIDIA Announces PhysX Support for Microsoft Xbox One Game Console". Nvidia.com. Archived from the original on November 9, 2014. Retrieved November 9, 2014.
- ^ "News – Pre-GDC: Nvidia PhysX Approved For Wii Developers". Gamasutra. March 19, 2009. Retrieved November 30, 2011.
- ^ "Asus 128mb PhysX Card Review/Preview". July 12, 2006.
- ^ "AGEIA And BFG Technologies Enter Into Retail Distribution Agreement". Archived from the original on April 26, 2006.
- ^ "BFG Ageia PhysX Card Review". October 1, 2007.
- ^ "AGEIA PhysX - graphics card - AGEIA PhysX - 128 MB Specs". Cnet.
- ^ "ELSA teams up with Ageia".
- ^ "English articles from PC Games Hardware". www.pcgameshardware.com. January 26, 2009.
- ^ a b "PhysX FAQ". Nvidia.com. Retrieved December 10, 2015.
- ^ Olin Coles. "Mafia-II Video Game Performance Review". BenchmarkReviews.com. Retrieved August 23, 2010.
- ^ "APEX". Retrieved June 8, 2011.
- ^ "Category:APEX - PhysX Wiki". PhysXInfo.com. Retrieved July 21, 2013.
- ^ "APEX 1.4.1 - Release Notes (APEX has been deprecated)". gameworksdocs.nvidia.com. Retrieved December 5, 2018.
- ^ "NVIDIA FleX". NVIDIA Developer. August 13, 2015. Retrieved April 17, 2019.
- ^ "PhysX87: Software Deficiency". www.realworldtech.com.
- ^ Stokes, Jon (July 8, 2010). "Did NVIDIA cripple its CPU gaming physics library to spite Intel?". Arstechnica.com. Retrieved November 30, 2011.
- ^ "Nvidia: We're not hobbling CPU PhysX | thinq_ | Page 1". Thinq.co.uk. Retrieved November 30, 2011.
- ^ "Instinct Software - Instinct Engine SDK". Instinctengine.com. Archived from the original on February 13, 2015. Retrieved October 4, 2013.
- ^ Matt Butrovich (February 12, 2009). "A look at PhysX in Mirror's Edge". The Tech Report. Retrieved April 6, 2011.
- ^ Rich Brown (September 21, 2009). "Nvidia's PhysX makes PC Batman: Arkham Asylum worth the wait". cNET.com. Retrieved April 6, 2011.
- ^ Matthew Murray (September 2, 2010). "Mafia II: Is Applied PhysX Worth It?". ExtremeTech. Archived from the original on December 30, 2010. Retrieved April 6, 2011.
- ^ "PhysX - Lumberyard User Guide". Archived from the original on September 22, 2020. Retrieved April 15, 2020.
- ^ Jim Thacker (March 1, 2011). "Videos: Autodesk reveals new features in Maya 2012". cgchannel.com. Retrieved April 6, 2011.
- ^ "3ds Max 2012 and Maya 2012 adds PhysX support". Beyond3D.com. March 1, 2011. Archived from the original on July 8, 2017. Retrieved April 6, 2011.
- ^ Randall Hand (May 5, 2010). "NVidia PhysX and CUDA in Softimage 2011". Vizworld.com. Retrieved April 6, 2011.
- ^ "The Game Creators Integrate AGEIA PhysX Technology into DarkBASIC Professional" (Press release). The Game Creators. March 22, 2006. Archived from the original on April 27, 2006. Retrieved September 23, 2006.
- ^ "Overview". DX Studio. Worldweaver. Archived from the original on July 5, 2009. Retrieved November 2, 2008.
- ^ "AGEIA Joins Futuremark's 3DMark Benchmark Development Program". FindArticles. CBS Interactive. BusinessWire. September 27, 2006. Retrieved November 3, 2008.
- ^ "Simulation Overview". Microsoft Robotics Developer Center. Microsoft. March 2012.
- ^ Boeing, Adrian. "Engines". Physics Abstraction Layer. Retrieved November 18, 2007.
- ^ Pierre-Terdiman (March 22, 2019), GitHub - Pierre-Terdiman/PEEL: Physics Engine Evaluation Lab., retrieved March 22, 2019
- ^ "Unreal Engine 4.26 Preview". September 24, 2020.
- ^ "Unity - Manual: Physics".
External links
[edit]- Computer physics engines
- MacOS programming tools
- Nvidia software
- PlayStation 3 software
- PlayStation 4 software
- Programming tools for Windows
- Science software for Linux
- Science software for macOS
- Science software for Windows
- Software using the BSD license
- Video game development software for Linux
- Video game development
- Virtual reality
- Wii software
- Xbox 360 software