Thursday, December 20th 2018
NVIDIA Announces PhysX SDK 4.0, An Open-Source Physics Engine
PhysX SDK 4.0 will be available on December 20, 2018. The engine has been upgraded to provide industrial grade simulation quality at game simulation performance. In addition, PhysX SDK has gone open source, starting today with version 3.4! It is available under the simple 3-Clause BSD license. With access to the source code, developers can debug, customize and extend the PhysX SDK as they see fit.
PhysX has been the market leader in physics simulations for more than a decade. The SDK holds the top spot due to continuous upgrades and optimizations; NVIDIA has ensured that PhysX is always ahead of the curve, enabling developers to deliver state-of-the-art physics simulations.
PhysX has been the market leader in physics simulations for more than a decade. The SDK holds the top spot due to continuous upgrades and optimizations; NVIDIA has ensured that PhysX is always ahead of the curve, enabling developers to deliver state-of-the-art physics simulations.
New features:
- Temporal Gauss-Seidel Solver (TGS), which makes machinery, characters/ragdolls, and anything else that is jointed or articulated much more robust. TGS dynamically re-computes constraints with each iteration, based on bodies' relative motion.
- Overall stability has been improved with reduced coordinate articulations and joint improvements.
- Increased scalability via new filtering rules for kinematics and statics.
- New Bounding Volume Hierarchies support fast scene queries for actors with a huge number of shapes.
- Infrastructure can now incorporate Cmake projects.
- Apple iOS
- Apple Mac OS X
- Google Android ARM (version 2.2 or later required for SDK, 2.3 or later required for snippets)
- Linux (tested on Ubuntu)
- Microsoft Windows XP or later (NVIDIA Driver version R304 or later is required for GPU acceleration)
- Microsoft XBox One
- Sony Playstation 4
- Nintendo Switch
39 Comments on NVIDIA Announces PhysX SDK 4.0, An Open-Source Physics Engine
so just .06 versions ago it was a potato now its f"£@in iron mans assitohand but smarter.
lets see what the uptake of physx is post this in a few years , dick move imho,too little way way too late.
But yes, lets see what uptake there is now, maybe after they have fixed primitive shaders and other broken promises in their dodgy drivers first.
Guess no one was licensing it.
A dick move. Or died by virtue of being not open-source. Take your pick, the fortune teller has lots of cards...
Nvidia deserves this L for gimping it into oblivion.
You really should stop parroting misinformation just because it fits a narrative.
I've seen better physics from tiny devs with their own engines.
Maybe, this will improve since the imps aren't strangling it.
Killing floor 2 actually did try to use it, but the perf even on a high end gpu was lacking. I couldn't turn it on max and achieve 1440p/60.
I am not a "PhysX lover." As a gamer I don't give two shits how the physics are delivered and neither should you. I am however a developer and unity physics are so easy for ragdoll physics I can certainly say the choice for me of PhysX over Havok wasn't even a choice really, more of a natural "why in the world would I use anything else?"
That speaks volumes, and open sourcing this project for cpu physics helps everyone. Drop the hate and realize this hurts no one, helps everyone, and deserves praise not mockery.
Wrong. It deserves mockery and no praise, b/c they didn't want it to come to this. And I care how tech unfolds and comes about. Just b/c DX11/12 is far less shitty than all of the old versions doesn't mean I'm going to forget how it killed IQ and performance, b/c m$ wanted to muscle in with their garbage.
@TheGuruStud Considering that Unity is being used on ARM as well as X86, one can hardly argue that's it's not well used. Open-sourcing PhysX is a very positive move and opens the door for a lot of development of physics engines across many platforms. Please quit your senseless and needless whining. It comes off not as objective input on the subject, but more fanboying against NVidia.
It will be implemented deeper via Vulkan and pure DX12, thru compute shaders on GPU and /or CPU.
This could happen out of open-sourced and then wider parellelized PhysX and/or other solutions.
This will go very deep in the engines including the whole animation, destruction and environment stuff.
Can you kids grow up?
You all forget to ask the relevant questions:
- How does Havok compare to PhysX in those delivered products? Oh yeah, its vastly inferior... And all those devs doing better physics from their attic, show them please. I'll be waiting for it.
- Why did competition never manage to bring something similar?
- How is that on the one hand its a dick move and on the other its useless technology all at the same time? If its useless, why care so much?
There is so much wrong with all of your stance on this, I can't even begin to understand it. Never did, either. That goes for hating on GameWorks and this whole Nvidia killed PhysX sentiment. I guess it shows how little you know, or 'want' to know.
It should be noted that NVIDIA likely didn't open source PhsyX out of the kindness of their heart (pssssssshhhhhhh). They did it because DirectPhysics launch is probably imminent. Microsoft is about to offer Havok-based, GPU-accelerated physics for free on Xbox and Windows. How does PhysX stay relevant? By open source. The decision had nothing to do with AMD.
It would be easier if the editors would just make a template and add the derogatory posts automatically, but they won't do that because they're bastards paid by Nvidia (and Intel). </sarcasm>
But yeah Nvidia killed Gpu-PhysX long ago. Most of former GPU PhysX effects(that heavy eye candy crap) are now under gameworks visual FX(Flex, Hairworks, waveworks, turf etc.) and are using m$ directcompute instead of cuda so they can work in any graphics card vendor.