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Release Notes - NVIDIA PhysX SDK 2.8.4November 12th 2010What's New In NVIDIA PhysX 2.8.4General * Discontinued the Training Programs. * Added source code of NxTetra (tet-maker) utility to source distribution. * Removed spin waits from sample code. * Added API to permit the user to specify the order in which compartments are simulated. * Added compression limits to cloth. * Cloth simulation no longer performs prediction for kinematic rigid bodies for improved interaction behavior. * New 'driverless' PhysXLoader for PC CPU distribution. In 2.8.4, application developers must ship PhysXCore.dll, PhysXCooking.dll, the cudarXX_XX_X.dll and physxdevice.dll with the application 'locally', in the directory where the .exe is located: o The application requests PhysXCore or PhysXCooking (v 2.8.4) from the PhysXLoader. o PhysXLoader searches for another DLL called 'PhysXUpdateLoader'. o If PhysXUpdateLoader is not found, PhysXLoader will load the local PhysXCore or PhysXCooking. o If PhysXUpdateLoader is found, it looks for an updated replacement for the PhysXCore or PhysXCooking dlls. o If PhysXUpdateLoader cannot find the specified replacement DLL, PhysXLoader will load the local PhysXCore or PhysXCooking dlls. o If PhysXUpdateLoader can find the replacement DLLs, these will be loaded in place of the local PhysCore or PhysXCooking dlls. * The net result is that the developer has more control over the game installation process, doesn't have to worry about shipping a large System Software with the game, doesn't have to worry that the player will break his System Software somehow, etc. * Better rotation matrix input validity checking. * Made Desc::isValid() more verbose. * CUDA errors are now reported to the debug stream. * Added extended scene statistics for GPU memory usage. * Lowered the default GPU memory heap size to 32 MB from 128 MB. You may use NxPhysicsSDKDesc::gpuHeapSize to change how much GPU memory is allocated for physics. * Disabled GPU acceleration by default. Clear NX_SDF_NO_HARDWARE to enable it. * Corrected inertia and volume computation for capsule. For the same capsule dimension and density, the mass and inertia is slightly different compared to the previous release.Supported Devices * The supported devices are the same as for PhysX 2.8.1 (see below), except that the AGEIA PhysX Processor (PPU) device support was removed.Performance * Enabled /arch:SSE2 compiler switch for all optimized PC builds. * Optimized PS3 SPU Memory Manager * Optimized AgPerfmon AgPerfUtils wrapper * Optimized cloth simulation on PS3, XBOX 360, PC CPUFixed Bugs * Debugged PS3 SPU Memory Manager * Fluids now collide properly when static shapes are removed or added. * Fixed crash bug in character controller sample. * Fixed a number of bugs in the HSM. * In the event of a CUDA error (typically a failed launch or an inadequately sized CUDA memory heap), the NxFluid will not allow the addition of any more particles.Known Issues and Limitations * Please also see the previous lists from 2.8.3 and earlier.API changes * Cloth o NxCloth::getShapePointers() no longer returns shape flags. o Added methods to NxCloth and members to NxClothDesc to set compression parameters. o NxCloth::setFlag() can no longer be used to change NX_CLF_BENDING_ORTHO, use flag in NxClothDesc instead. * Fluids o Removed NxFluidFlag::NX_FF_ENABLE_STATIC_FRICTION. Static friction is enabled by default now. * Removed NX_SDKF_EXTENDED_DESCRIPTOR. * Added NxPhysicsSDK::resizeGpuHeap() to allow changing the GPU heap size after SDK creation. See the GPU Memory section of the User's Guide for details. * NxPhysicsSDKDesc::flags has NX_SDKF_NO_HARDWARE set by default. * Added checkValid() method to descriptors that return an error code instead of the boolean of isValid(). * The experimental NxScene::simulateCompartments() method has been added. It gives more control over the order in which compartments get simulated.