News etichettate con "PhysX"

Giovedi 23 Febbraio 2012     

Rilasciati i driver nVidia ForceWare 295.73 WHQL, download da questa pagina

This is the first WHQL-certified driver from the R295 family of drivers. It is the recommended upgrade for all GeForce users, especially those playing the latest hot PC games like Battlefield 3Diablo IIIMass Effect 3, or The Elder Scrolls V: Skyrim. These drivers come packed with GeForce-exclusive performance and quality enhancements and are now Microsoft WHQL-certified.

R295 Highlight Summary
New features and performance since last WHQL-certified driver

  • Game-changing performance boost of up to 45% in The Elder Scrolls V: Skyrim, "the fastest selling title inSteam's history"
  • Up to 2x performance Mass Effect 3 with SLI technology.
  • GeForce-exclusive quality enhancements with ambient occlusion support for Call of Duty: Modern Warfare 3Diablo III, and The Elder Scrolls V: Skyrim.
  • New 3D Vision and SLI profiles for over 50 titles.
  • New PhysX software for the best experience in top PhysX titles like Alice: Madness Returns and Batman: Arkham City.
 
Venerdi 07 Ottobre 2011     

NVidia ha rilasciato il SDK 3.1 di PhysX, download a partire da questa pagina del PhysX Developer Support

General

  • VC10 support has been introduced.
  • VC8 support has been discontinued.
  • Namespaces cleaned up.
  • Extensions, Character Controller and Vehicle source code made available in binary distribution.
  • Added x86,x64 suffix to PxTaskCUDA.dll
  • Removed boolean return value from PxScene::addActor(…), and similar API calls.
  • Added Mac OS X, Android and Linux to the list of supported platforms. See Supported Platforms below for details.
  • Upgraded GPU tech to CUDA 4.
  • Cleaned up a large number of warnings at C++ warning level 4, and set SDK to compile with warnings as errors.
  • Removed individual sample executables in favor of SampleAllInOne from PC and console builds.
  • Fixed alpha blending in samples.
  • Simplified some code in samples.
  • Improved ambient lighting in samples.
  • Made samples work with older graphics cards.
  • Renamed some XBOX 360 specific files and folders.
  • Improved and added more content the user’s guide.
  • No longer passing NULL pointers to user allocator to deallocate.
  • Various improvements to Foundation and classes shared with APEX.

Rigid Bodies

  • Rigid Body: High performance alternative convex narrow phase code available to source licensees. See PERSISTENT_CONTACT_MANIFOLD in the code.
  • Significant advancements in the continuous collision detection algorithm.
  • Optimizations and robustness improvements for articulations.
  • Added some helper code to the API.
  • Added sleep code for articulations.
  • Added support for vehicles with more than one chassis shape.
  • Solver iteration count for articulations.
  • Articulation limit padding configurable.
  • The reference count of meshes does now take the application’s reference into acount as well and thus has increased by 1 (it used to count the number of objects referencing the mesh only). Note that a mesh does only get destroyed and removed from the list of meshes once the reference count reaches 0.
  • Fixed autowake parameter sometimes being ignored.
  • Constraint solver optimizations.
  • Improved behavior of character controller on steep slopes.
  • Binary serialization now saves names.
  • Removed some descriptors from API.
  • Removed the angular velocity term in the joint positional drive error formula.
  • Fixed bug in capsule sweep versus mesh.
  • Fixed a crash bug in the tire model.
  • Fixed crashing of single link articulations.
  • Fixed bug related to removing elements of an aggregate.
  • Fixed swapped wheel graphs in sample vehicle.
  • Fixed some slow moving bodies falling asleep in midair.
  • Fixed missing collisions after a call to resetFiltering.
  • Fixed broken autowake option in setAngularVelocity.
  • Fixed D6 joint linear limits being uninitialized.
  • A large number of misc. bug fixes and optimizations.
  • Improved documentation and error messages associated with running out of narrow phase buffer blocks.
  • Added articulation documentation.
  • Expanded manual sections on joints.
  • Improved reference doc for PxSceneQueryHitType.
  • Added reference doc for PxSerializable.

Particles

  • Particle index allocation removed from SDK. Added index allocation pool to extensions.
  • Replaced GPU specific side band API PxPhysicsGpu and PxPhysics::getPhysicsGpu() with PxParticleGpu.
  • Memory optimizations on all platforms and options to reduce memory usage according to use case with new per particle system flags:
    • PxParticleBaseFlag::eCOLLISION_WITH_DYNAMIC_ACTORS
    • PxParticleBaseFlag::ePER_PARTICLE_COLLISION_CACHE_HINT
  • Fixed rare crash appearing with multi-threaded non-GPU particle systems and rigid bodies.
  • Fixed particles leaking through triangle mesh geometry on GPU.
  • Fixed fast particles tunneling through scene geometry in some cases.
  • Fixed erroneous collision of particles with teleporting rigid shapes (setGlobalPose).
  • Fixed particle sample behavior with some older GPU models.
  • Fixed a GPU particle crash bug.

Cloth

  • A new solution for simulating cloth and clothing.

Deformables

  • Deformables are deprecated and will be removed in the next release. There is a new optimized solution for clothing simulation (see documentation on PxCloth for details).
 
Martedi 07 Dicembre 2010     

nVidia ha presentato la sua nuova scheda video GeForce GTX 570, http://bit.ly/g1N9YD. La nuova scheda supporta le librerie DirectX 11 con Shader Model 5.0, le librerie OpenGL 4.1, HDMI 1.4a. La dotazione di RAM è di 1280 MB GDDR5, la memory bandwidth è di 152 GB/sec.

GeForce GTX 570 Features
GPU: GF110 @ 732MHz
Shader processors: 480
Streaming multiprocessors: 15
Memory: five memory controllers (5x256MB) for a total of 1280MB of GDDR5 @ 950MHz real speed (or 1900MHz DDR or 3800MHz effective, see here for details:Graphics Cards Memory Speed Demystified), 320-bit
ROPs: 40
Texture units: 60
TDP: 219W
Power connectors: two 6-pin
3-way SLI support
3D API: OpenGL 4.1 and Direct3D 11
GPU Computing: CUDA, PhysX, OpenCL 1.1 and DirectCompute
Price: around US $350