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Old 05-14-13, 02:50 AM   #1
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Post Metro Last Light: GPU PhysX effects explored

More or less detailed information on GPU PhysX support level in the upcoming Metro: Last Light title was revealed today in the 'Metro: Last Light Graphics Breakdown & Performance Guide' article by NVIDIA.



Similar to the previous Metro 2033 game, Last Light features two levels of PhysX integration ' standart, CPU based physics calculations like rigid body physics and ragdolls, working on all platforms from PC to consoles, and extra, so called 'Advanced PhysX' effects, designed to be accelerated on the GPU.

According to the article, advanced physics effects will include:
  • Physically simulated particles such as impact debris, sparks, extra chunks from destructible objects and other types of environmental particles.
  • SPH based smoke and fog simulation, that reacts to players movements and actions. With the advanced physics disabled, players will see only pre-backed non-interactive animation instead of real-time simulation.
  • Interactive cloth objects, such as banners, flags and drapes. Yet again, without advanced PhysX option enabled, most cloth will remain pre-animated or static.
  • Dynamic forcefields, such as shockwaves from grenade explosions, that will affect all types of the PhysX effects decribed above, for example, repell all nearby particles and rigid bodies upon detonation.


Looks solid and it seems that PhysX effects in Last Light will end up being more vibrant and diverse than in previous Metro title.

As always, you can expect full PhysX review here on PhysXInfo.com short after Metro: Last Light release, which will happen this week.



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