A little while back, NVIDIA brought us the news that Mirror's Edge for the PC would feature PhysX support and include some neat effects physics. Effects physics, as you may recall, is the physical simulation of things that don't impact gameplay but simply enhance the visual impact of a game. This can range from particle systems to persistent debris enhanced destructibility or more accurate simulation of fluids, smoke or other volumetric effects. The impact is in immersiveness but it doesn't bring game changing aspects of hardware accelerated physics to the table quite yet.

And we haven't seen anything, until Mirror's Edge, that looked promising in terms of adding anything really compelling to a game. The previous video we posted showed some nice potential, but we still haven't gotten the opportunity to play with it ourselves and really feel the difference. We requested a side-by-side video hoping to get a better handle on what, exactly, is improved in Mirror's Edge. NVIDIA delivered.

Here's the original video of Mirror's Edge we posted.

Here is the side by side video showing better what DICE has added to Mirror's Edge for the PC with PhysX. Please note that the makers of the video (not us) slowed down the game during some effects to better show them off. The slow downs are not performance related issues. Also, the video is best viewed in full screen mode (the button in the bottom right corner).

The effects in there can be simulated on either a CPU or an NVIDIA GPU. The advantage to the GPU is performance and NVIDIA indicates that even an Intel Core i7 processor will have a tough time without GPU support. So these effects aren't anything we've never seen before, but it certainly looks like there is just a lot more of it in Mirror's Edge (and not in that really bad too many particles/too much debris sort of way). The glass breaking itself honestly looks the same (or close enough) to us, but the persistent particles are where it's at. Having a little debris stick around and be affected by the character is a nice touch. The cloth, plastic and tarp effects are what look like the real icing on the cake in the game though. The complete absence of the cloth objects when physics is disabled makes an already sparse looking world look pretty empty by comparison.

We still want to really get our hands on the game to see if it feels worth it, but from this video, we can at least say that there is more positive visual impact in Mirror's Edge than any major title that has used PhysX to date. NVIDIA is really trying to get developers to build something compelling out of PhysX, and Mirror's Edge has potential. We are anxious to see if the follow through is there.

Extending this story is the fact that today NVIDIA is announcing that EA and 2K games have both licensed PhysX and will be working with NVIDIA to include the technology in future titles they publish. All EA and 2K development studios will now have license to develop with PhysX for all platforms. This means Mirror's Edge may not be the only EA title going forward to get the PhysX treatment, and 2K will bring PhysX to the table with Borderlands (which is being developed by Gearbox).

It's no secret that NVIDIA wants effects physics and PhysX specifically to become the next big thing. The fact that this game enables all the effects to be run on any hardware at whatever performance it can manage is a very good move. Only enabling the effects with PhysX hardware present isn't the way to get more developers to adopt the technology. If other publishers and developers start to pick up and extend this technique of including effects physics, we could start seeing physics hardware start to live up to its potential. It may be until we have a physics API that is hardware accelerated on all platforms before we really see ubiquitous use in games, but at least NVIDIA and some game developers our there are doing what they can to move the industry forward in the meantime. That doesn't mean we'll blindly be happy with the way developers use the technology, or that we'll talk about PhysX as a must have feature until there are games that make it true. But moving forward is always a chicken and egg problem and we are happy to see NVIDIA staying behind hardware accelerated physics DICE actually trying to do something interesting with it.
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  • cmdrdredd - Monday, December 8, 2008 - link

    Yeah, has anyone played this game yet? I have and it's easily one of the worst games I've seen this year.

    Give me physics that MEAN SOMETHING in a game that is worth buying. Seriously? Is that all you can come up with? Waving cloth? Big woopdy doo...
  • giantpandaman2 - Monday, December 8, 2008 - link

    The PhysX implementation is impressive. Too bad about the dual driver thing, otherwise I'd toss in my 8800GT with my 4870. Any word yet, if DX11 will enable a "DirectPhysics" type of implementation rather than going with vendor specific API's?
  • Hardin - Monday, December 8, 2008 - link

    This is hardly impressive. I'd expect something better than tearing fabrics and shards of glass.
  • shin0bi272 - Wednesday, December 10, 2008 - link

    play warmonger
  • Creig - Monday, December 8, 2008 - link

    The last I heard was that DX11 would still include its own method for hardware based physics acceleration. Where that leaves PhysX and Havok once DX11 is released is anybody's guess.
  • giantpandaman2 - Monday, December 8, 2008 - link

    Personally I'd prefer if they became hardware agnostic engine add-on creators, like Havok used to be. IE-Create a tool that can easily integrate physics into Unreal Engine, Source, etc.

    It would be nice, however, if someone went digging into what DX11 is exactly supposed to have and what some game makers are thinking about it right now. IE-Do they plan on using it after launch or will there be a typical 12-18 month lag between hardware introduction and actual software implementation? Hmm, might be an interesting article for Anandtech to pursue... :P
  • setzer - Monday, December 8, 2008 - link

    Hmm, do i need to have geforce card as master or can i just run this on a Radeon 38xx/48xx as a primary card and use, say, a gf 8600/9500 for the pyshics efects work?
    Can this type of setup work?
  • TantrumusMaximus - Monday, December 8, 2008 - link

    This was answered above...
  • chizow - Monday, December 8, 2008 - link

    The first title that shows tangible gains with hardware PhysX and proof Nvidia's investment in acquiring Ageia was worthwhile! I was pretty excited about PhysX after that initial trailer but the side-by-side comparison really shows off the differences.

  • shin0bi272 - Wednesday, December 10, 2008 - link

    play warmonger

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