February UDK supports NVIDIA APEX 1.1, sort of
Almost a year has passed since NVIDIA and Epic Games presented APEX 1.0 integration in Unreal Development Kit (UDK) engine.
And now, February 2012 release of UDK can 'please' us with silent introduction of newest APEX 1.1 Framework, which includes updated APEX Clothing and APEX Destruction modules.
Unfortunately, UDN documentation was not yet updated, and some flaws were found in this release - for example, APEX GPU Rigid Body libraries are missing from the distribution. Not to mention, that not all APEX 1.1 features have made it into UDK.
Please note: only assets created with latest authoring tools - PhysXLab 1.1 and 2.71 DCC plug-ins - are compatible with APEX 1.1
Let's take a look on some of the new features in APEX 1.1 integration we were able to discover:
APEX DESTRUCTION 1.1:
For additional data on Destruction Module please refer to UDN page
As we have mentioned, current GRB implementation is missing vital libraries and also has some bugs: you can either wait until March UDK release or try it out now (for your own risk) ' using our .dll package (36 mb).
Copy 'GRB_1_x86.dll' and 'pxtask_cuda_x86.dll' to 'UDK\Binaries\Win32\' folder.
Copy 'GRB_1_x64.dll' and 'pxtask_cuda_x64.dll' to 'UDK\Binaries\Win64\' folder.
Now, to enable GRBs you need to set following parameters in 'Engine\Config\BaseEngine.ini' file:
You may also want tweak following settings:
ApexDestructionMaxChunkIslandCount ' maximum number of simulated chunks.
ApexDestructionMaxShapeCount ' each chunk could have multiple shapes, so you can limit those too.
ApexGRBGPUMemSceneSize ' GPU memory allocated to store scene data (shapes, actors).
ApexGRBGPUMemTempDataSize ' GPU memory allocated to store contacts and collision data.
Please note that GPU acceleration: #1 Is only working for Destructible assets, not regular UDK physics actors. #2 Is not effective in scenes with small amount of physical objects.
It is recommended to install latest GPU driver.
Thus, enabling this option will prevent undesirable situations, when, for example, chunks dissapear in front of you as something gets destroyed in the background. New system will also preserve large chunk inslands and delete smaller insignificant chunks in the first place.
http://physxinfo.com/news/wp-content...c_quality2.pngCollision hulls (red wireframe) on various quality settings
Increased collision quality can also help to avoid interpenetrations between chunks, but will consume more resources. But if your chunks are perfectly convex (for example, if Voronoi shattering is used), you can safely reduce quality to 1 or 2, in order to improve performance.
Instancing option (it is located under 'Graphics' tab) must be set during authoring process.
APEX CLOTHING 1.1:
For additional data on Clothing module please refer to UDN page
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