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		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;PhysX：​&lt;/span&gt; // Edit via Wikiplus&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新页面&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{noteTA&lt;br /&gt;
|G1=Games&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox Software&lt;br /&gt;
|logo = NVIDIA PhysX Logo.png&lt;br /&gt;
|logo size = 150px&lt;br /&gt;
|name = PhysX by NVIDIA&lt;br /&gt;
|screenshot =&lt;br /&gt;
|caption =&lt;br /&gt;
|author = NovodeX AG ([[ETH Zurich]])&lt;br /&gt;
|developer = [[Nvidia|Nvidia Corporation]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(2008-至今)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;[[Ageia|AGEIA Technologies]]&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(2004-2008)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;NovodeX AG&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(2001-2004)&amp;lt;/small&amp;gt;&lt;br /&gt;
|repo = https://github.com/NVIDIA-Omniverse/PhysX (5.x) &amp;lt;br /&amp;gt; https://github.com/NVIDIAGameWorks/PhysX (4.x)&lt;br /&gt;
|programming language = [[C++]]&lt;br /&gt;
|operating_system = [[Microsoft Windows]], [[macOS]], [[Linux]], [[PlayStation 2]], [[PlayStation 3]], [[PlayStation 4]], [[Xbox 360]], [[Xbox One]], [[Wii]], [[iOS]], [[Android]]&lt;br /&gt;
|license = [[BSD授權條款]]&lt;br /&gt;
|website = [https://developer.nvidia.com/physx-sdk 开发者网站] &amp;lt;br /&amp;gt; [https://nvidia-omniverse.github.io/PhysX 开发文档]&lt;br /&gt;
}}&lt;br /&gt;
[[File:BFG physx.jpg|thumb|[[BFG Technologies|BFG]]科技推出的一张PhysX显卡]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PhysX&amp;#039;&amp;#039;&amp;#039;是一套由[[AGEIA]]设计的用于处理复杂物理运算的[[物理处理单元|物理处理器（PPU）]]，如今代表一款[[开源]]&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;{{Cite news|url=https://github.com/NVIDIAGameWorks/PhysX|title=NVIDIA PhysX SDK 4.1|work=Engadget|access-date=2022-04-05|language=en-US|archive-date=2024-05-13|archive-url=https://web.archive.org/web/20240513045625/https://github.com/NVIDIAGameWorks/PhysX/|dead-url=no}}&amp;lt;/ref&amp;gt;的[[实时计算机图形|实时]][[物理引擎]][[软件开发工具包|SDK]]，是[[Nvidia]] GameWorks[[软件套装]]的一部分。&lt;br /&gt;
&lt;br /&gt;
最初，支持PhysX的游戏通过由[[AGEIA]]设计的[[物理处理单元#AGEIA PhysX|PhysX PPU扩展卡]]进行[[硬件加速]]。&lt;br /&gt;
&lt;br /&gt;
AGEIA声称，PhysX将会让开发者在开发游戏的过程中能够直接使用复杂的物理效果，而不需要像以往那样耗费漫长的时间开发一套物理引擎。以往使用了物理引擎，还会使一些配置较低的电脑无法流畅运行遊戲。AGEIA更宣称，PhysX执行物理运算的效率比市面上的[[CPU]]与软件物理处理的组合高出100倍。&lt;br /&gt;
&lt;br /&gt;
在Nvidia收购AGEIA之后，专用的PhysX扩展卡停产，取而代之的是在支持[[CUDA]]的[[GeForce]] [[图形处理单元|GPU]]上通过[[API]]使用PhysX。在这两种情况下，[[硬件加速]]可以将物理计算的任务从[[中央处理单元|CPU]]中转移到[[GPU]]，从而使[[中央处理单元|CPU]]能够执行其他任务。&lt;br /&gt;
&lt;br /&gt;
如今，PhysX和其他物理引擎被广泛应用于许多游戏中，因为它们使得[[游戏开发|开发者]]无需从头编写自己的代码来实现[[经典力学|物理]]模拟，例如模拟软体动力学。&amp;lt;ref name=&amp;quot;sdk3&amp;quot;&amp;gt;{{cite web|url=http://developer.nvidia.com/physx-sdk-V30|title=NVIDIA宣布发布PhysX SDK V3|publisher=[[Nvidia]]|archive-url=https://web.archive.org/web/20110524145446/http://developer.nvidia.com/physx-sdk-v30|archive-date=2011-05-24|url-status=dead|access-date=2011-06-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 历史 ==&lt;br /&gt;
如今被称为PhysX的物理引擎起源于一个名为NovodeX的物理引擎。该引擎由[[瑞士]]公司NovodeX AG开发，该公司是[[苏黎世联邦理工学院]]（ETH Zurich）的一个衍生公司。&amp;lt;ref&amp;gt;{{Cite web|url=https://www.ethz.ch/en/industry-and-society/entrepreneurship/spin-offs/exits/novodex.html|title=NovodeX AG|website=ETH Zurich|archive-url=https://web.archive.org/web/20180108063920/https://www.ethz.ch/en/industry-and-society/entrepreneurship/spin-offs/exits/novodex.html|archive-date=2018-01-08|access-date=2018-12-04}}&amp;lt;/ref&amp;gt; 2004年，[[AGEIA]]收购了NovodeX AG，并开始开发一种可以辅助CPU加速物理运算的硬件技术。AGEIA将这项技术命名为PhysX，其SDK也从NovodeX改名为PhysX，加速卡被称为PPU（物理处理单元）。&amp;lt;ref&amp;gt;{{cite web|url=http://interviews.teamxbox.com/xbox/1117/AGEIA-Technologies-Interview/p1 |title=AGEIA Technologies Interview |author=César A. Berardini |date=2005-04-12 |access-date=2011-06-08 |url-status=dead |archive-url=https://web.archive.org/web/20110921011441/http://interviews.teamxbox.com/xbox/1117/AGEIA-Technologies-Interview/p1 |archive-date=2011-09-21 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
在开发过程中，第一个使用PhysX技术的游戏是《斯大林地铁站》（The Stalin Subway），于2005年9月在俄罗斯的游戏商店独占上架。&amp;lt;ref&amp;gt;{{Cite web |title=Physics Engine: PhysX |url=https://www.mobygames.com/group/7258/physics-engine-physx/ |access-date=2023-09-06 |website=MobyGames |language=en |archive-date=2024-05-15 |archive-url=https://web.archive.org/web/20240515131332/https://www.mobygames.com/group/7258/physics-engine-physx/ |dead-url=no }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2008年，图形技术厂商[[NVIDIA]]收购了AGEIA。&amp;lt;ref&amp;gt;{{cite press release|title=NVIDIA completes Acquisition of AGEIA Technologies|date=2008-02-13|publisher=NVIDIA Corporation|url=http://www.nvidia.com/object/io_1202895129984.html|access-date=2009-03-18|archive-date=2019-03-28|archive-url=https://web.archive.org/web/20190328120006/https://www.nvidia.com/object/io_1202895129984.html|dead-url=no}}&amp;lt;/ref&amp;gt; NVIDIA开始在其[[GeForce|GeForce系列显卡]]上启用PhysX[[硬件加速]]功能&amp;lt;ref&amp;gt;{{cite web |title=PhysX For CUDA, Linux Support A Given? |url=https://www.phoronix.com/scan.php?page=news_item&amp;amp;px=NjMzNA |work=Phoronix |publisher=Phoronix Media |access-date=2008-02-14 |date=2008-02-14 |archive-date=2022-05-16 |archive-url=https://web.archive.org/web/20220516180504/https://www.phoronix.com/scan.php?page=news_item&amp;amp;px=NjMzNA |dead-url=no }}&amp;lt;/ref&amp;gt;，并最终放弃对AGEIA PPU的支持。&lt;br /&gt;
&lt;br /&gt;
PhysX SDK 3.0于2011年5月发布，对其进行了大量重写，带来了诸如更高效的[[多线程]]和适用于所有支持平台的统一代码库等改进。&amp;lt;ref name=&amp;quot;sdk3&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
在2015年的[[游戏开发者大会]]（GDC 2015）上，NVIDIA将PhysX的[[源代码]]放在[[GitHub]]上，使用者需要在developer.nvidia.com进行注册。&amp;lt;ref&amp;gt;{{cite web|url=https://developer.nvidia.com/physx-source-github|title=GitHub上的PhysX|publisher=[[Nvidia]]|access-date=2015-03-06|archive-date=2015-03-23|archive-url=https://web.archive.org/web/20150323140008/https://developer.nvidia.com/physx-source-github|dead-url=no}}&amp;lt;/ref&amp;gt;这个[[专有]]的SDK向开发者免费提供，无论是商业还是非商业用途，在[[Windows]]、[[Linux]]、[[macOS]]、[[iOS]]和[[Android]]等平台上都可以使用。&amp;lt;ref&amp;gt;{{cite web|url=https://developer.nvidia.com/physx-sdk|title=截至2017年1月7日的PhysX SDK|publisher=[[Nvidia]]|archive-url=https://web.archive.org/web/20170107003159/https://developer.nvidia.com/physx-sdk|access-date=2017-09-03|archive-date=2017-01-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
在2018年12月3日，PhysX在[[BSD许可证]]下成为开源，但此变更仅适用于计算机和移动平台。&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;{{Cite web|url=https://developer.nvidia.com/physx-sdk|title=PhysX SDK|date=2018-11-28|website=NVIDIA Developer|language=en|archive-url=https://web.archive.org/web/20181205103131/https://developer.nvidia.com/physx-sdk|archive-date=2018-12-05|access-date=2018-12-05}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
在2022年11月8日，开源版本被更新为PhysX 5，仍然采用相同的[[BSD许可证]]。&amp;lt;ref&amp;gt;{{cite web|url=https://developer.nvidia.com/blog/open-source-simulation-expands-with-nvidia-physx-5-release/|title=Open Source Simulation Expands with NVIDIA PhysX 5 Release|publisher=[[Nvidia]]|archive-url=https://web.archive.org/web/20230528035837/https://developer.nvidia.com/blog/open-source-simulation-expands-with-nvidia-physx-5-release/|access-date=2023-06-15|archive-date=2023-05-28}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 特性 ==&lt;br /&gt;
PhysX引擎和SDK适用于[[Microsoft Windows]]、[[macOS]]、[[Linux]]&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; 、[[PlayStation 3]]&amp;lt;ref name=&amp;quot;ps3-physx-license&amp;quot;&amp;gt;{{cite press release|title=Sony Computer Entertainment Enters Into Strategic Licensing Agreement With AGEIA|date=2005-07-21|publisher=Sony Computer Entertainment, Inc.|url=http://www.scei.co.jp/corporate/release/pdf/050721be.pdf|access-date=2006-08-23|url-status=dead|archive-url=https://web.archive.org/web/20060311061054/http://www.scei.co.jp/corporate/release/pdf/050721be.pdf|archive-date=2006-03-11}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web|url=http://kotaku.com/5172843/playstation-3-gets-free-physx-from-nvidia|title=Playstation 3 gets free PhysX from Nvidia|date=2009-03-18|publisher=Kotaku|access-date=2024-02-06|archive-date=2019-01-14|archive-url=https://web.archive.org/web/20190114082123/https://kotaku.com/5172843/playstation-3-gets-free-physx-from-nvidia|dead-url=no}}&amp;lt;/ref&amp;gt; 、[[PlayStation 4]]&amp;lt;ref&amp;gt;{{cite web|url=http://www.ign.com/articles/2013/03/07/nvidia-announces-physx-support-for-playstation-4|title=Nvidia Announces PhysX Support for PlayStation 4|last=Lowe|first=Scott|date=2013-03-07|access-date=2024-02-06|archive-date=2024-02-06|archive-url=https://web.archive.org/web/20240206160800/https://www.ign.com/articles/2013/03/07/nvidia-announces-physx-support-for-playstation-4|dead-url=no}}&amp;lt;/ref&amp;gt; 、[[Xbox 360]]&amp;lt;ref name=&amp;quot;PhysX website&amp;quot;&amp;gt;{{cite web|url=http://www.nvidia.com/object/nvidia_physx.html|title=PhysX – Overview – GeForce|publisher=Nvidia.com|access-date=2011-11-30|archive-date=2009-04-29|archive-url=https://web.archive.org/web/20090429032417/http://www.nvidia.com/object/nvidia_physx.html|url-status=dead}}&amp;lt;/ref&amp;gt; 、[[Xbox One]]&amp;lt;ref name=&amp;quot;NVIDIA Announces PhysX Support for Microsoft Xbox One Game Console&amp;quot;&amp;gt;{{cite web|url=http://nvidianews.nvidia.com/News/nvidia-announces-physx-support-for-microsoft-xbox-one-game-console-997.aspx|title=NVIDIA Announces PhysX Support for Microsoft Xbox One Game Console|publisher=Nvidia.com|archive-url=https://web.archive.org/web/20141109040434/http://nvidianews.nvidia.com/News/nvidia-announces-physx-support-for-microsoft-xbox-one-game-console-997.aspx|archive-date=2014-11-09|url-status=dead|access-date=2014-11-09}}&amp;lt;/ref&amp;gt;、 [[Wii]]&amp;lt;ref name=&amp;quot;Gamasutra News&amp;quot;&amp;gt;{{cite web|url=http://www.gamasutra.com/php-bin/news_index.php?story=22812|title=News – Pre-GDC: Nvidia PhysX Approved For Wii Developers|date=2009-03-19|publisher=Gamasutra|access-date=2011-11-30|archive-date=2022-05-28|archive-url=https://web.archive.org/web/20220528125125/https://www.gamasutra.com/php-bin/news_index.php?story=22812|dead-url=no}}&amp;lt;/ref&amp;gt;、[[iOS]]和[[Android]]&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt;。&lt;br /&gt;
&lt;br /&gt;
PhysX是一个[[多线程]][[计算机模拟|物理模拟]][[SDK]]。它支持[[刚体动力学]]、软体动力学、[[布娃娃系统]]和角色控制器、[[车辆动力学]]、[[粒子系统|粒子模拟]]和[[流体动力学|体积流体模拟]]。&lt;br /&gt;
&lt;br /&gt;
== 硬件加速 ==&lt;br /&gt;
===PPU===&lt;br /&gt;
[[物理处理单元|物理处理单元（PPU）]]是一种专门设计的处理器，旨在减轻CPU的计算负担，特别是涉及物理的计算。这概念类似于对上[[GPU]]，但在早期的[[电子计算机|计算机]]中，[[GPU]]用于处理[[矢量图形]]，并且延伸到3D图形。但GPU对物理处理无能为力，故目前大部分物理处理都交给[[CPU]]处理，这无疑是加重了CPU本来就不轻的负担。PhysX PPU以[[PCI]]或[[PCI Express|PCIe]]卡的形式由[[ASUS]]&amp;lt;ref&amp;gt;{{cite web|url=https://www.overclock3d.net/reviews/cpu_mainboard/asus_128mb_physx_card_reviewpreview/1|title=Asus 128mb PhysX Card Review/Preview|date=2006-07-12|access-date=2024-02-06|archive-date=2022-08-12|archive-url=https://web.archive.org/web/20220812095337/https://www.overclock3d.net/reviews/cpu_mainboard/asus_128mb_physx_card_reviewpreview/1|dead-url=no}}&amp;lt;/ref&amp;gt; 、[[BFG Technologies]]&amp;lt;ref&amp;gt;{{cite web|url=http://www.bfgtech.com/news_8.31.05.html|title=AGEIA And BFG Technologies Enter Into Retail Distribution Agreement|archive-url=https://web.archive.org/web/20060426124859/http://www.bfgtech.com/news_8.31.05.html|archive-date=2006-04-26}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web|url=https://www.techpowerup.com/review/bfg-ageia-physx-card/|title=BFG Ageia PhysX Card Review|date=2007-10-01|access-date=2024-02-06|archive-date=2024-05-24|archive-url=https://web.archive.org/web/20240524112513/https://www.techpowerup.com/review/bfg-ageia-physx-card/|dead-url=no}}&amp;lt;/ref&amp;gt;、 [[Dell]]&amp;lt;ref&amp;gt;{{cite web|url=https://www.cnet.com/products/ageia-physx-graphics-card-ageia-physx-128-mb/|title=AGEIA PhysX - graphics card - AGEIA PhysX - 128 MB Specs|publisher=Cnet|access-date=2024-02-06|archive-date=2021-03-08|archive-url=https://web.archive.org/web/20210308054028/https://www.cnet.com/products/ageia-physx-graphics-card-ageia-physx-128-mb/|dead-url=no}}&amp;lt;/ref&amp;gt;和[[ELSA Technology]]&amp;lt;ref&amp;gt;{{cite web|url=https://www.fudzilla.com/news/1893-elsa-teams-up-with-ageia|title=ELSA teams up with Ageia|access-date=2024-02-06|archive-date=2024-02-07|archive-url=https://web.archive.org/web/20240207192323/https://www.fudzilla.com/news/1893-elsa-teams-up-with-ageia|dead-url=no}}&amp;lt;/ref&amp;gt;等厂商提供给消费者。&lt;br /&gt;
&lt;br /&gt;
自PhysX SDK 2.8.3版本开始，不再支持并不再生产PPU卡。&amp;lt;ref name=&amp;quot;NoSupport&amp;quot;&amp;gt;{{cite web |url=http://physxinfo.com/news/4697/how-to-restore-ppu-support-with-latest-physx-drivers/ |title=How to restore PPU support with latest PhysX Drivers &amp;amp;#124; PhysXInfo.com – PhysX News |publisher=PhysXInfo.com |date=2011-01-17 |access-date=2011-11-30 |archive-date=2011-11-24 |archive-url=https://web.archive.org/web/20111124044806/http://physxinfo.com/news/4697/how-to-restore-ppu-support-with-latest-physx-drivers/ |url-status=dead }}&amp;lt;/ref&amp;gt;AGEIA设计的PhysX PPU独立卡的最后版本大致与专用的[[NVIDIA GeForce 9|9800GTX]]具有相同的PhysX性能。&amp;lt;ref&amp;gt;{{cite web|url=http://www.pcgameshardware.com/%26menu%3Dbrowser%26image_id%3D967623%26article_id%3D674175%26page%3D1%26show%3Doriginal|title=English articles from PC Games Hardware|website=www.pcgameshardware.com|date=2009-01-26|access-date=2024-02-06|archive-date=2016-03-04|archive-url=https://web.archive.org/web/20160304112023/http://www.pcgameshardware.com/%26menu%3Dbrowser%26image_id%3D967623%26article_id%3D674175%26page%3D1%26show%3Doriginal|dead-url=no}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
==== 当年PhysX物理加速卡规格 ====&lt;br /&gt;
* 内存：128 [[百萬位元組|MB]] [[GDDR3]] [[隨機存取記憶體|RAM]]（[[华硕]]据说有发行256 [[百萬位元組|MB]] [[GDDR3]] [[隨機存取記憶體|RAM]]的版本)&lt;br /&gt;
* 接口界面：[[PCI]]或[[PCI Express]]&lt;br /&gt;
* [[球体]]碰撞能力：5.3亿次每秒（最大能力）&lt;br /&gt;
* 浮點運算能力：530,000次每秒（最大能力）&lt;br /&gt;
* 价格：220英镑  300美元  2000人民币  9500台幣（估计）&lt;br /&gt;
** [[BFG科技|BFG]]推出的PhysX扩展卡售价为2000人民币&lt;br /&gt;
&lt;br /&gt;
===GPU===&lt;br /&gt;
在NVIDIA收购AGEIA之后，PhysX的开发偏离了PPU扩展卡，而是专注于现代GPU的[[GPGPU]]能力。&lt;br /&gt;
&lt;br /&gt;
现代GPU非常擅长处理和显示计算机图形，其[[并行计算|高度并行]]的结构使它们比通用CPU更有效地加速使用PhysX进行物理模拟。&lt;br /&gt;
&lt;br /&gt;
曾經任何支持[[CUDA]]的GeForce图形卡（[[GeForce 8系列]]及以上），并至少具有32个核心和至少256MB专用图形[[顯存]]的[[GPU]]&amp;lt;ref name=&amp;quot;PhysX FAQ&amp;quot;&amp;gt;{{cite web|url=http://www.nvidia.com/object/physx_faq.html|title=PhysX FAQ|publisher=Nvidia.com|access-date=2015-12-10|archive-date=2019-08-02|archive-url=https://web.archive.org/web/20190802181216/https://www.nvidia.com/object/physx_faq.html|dead-url=no}}&amp;lt;/ref&amp;gt;都可以利用PhysX，无需安装专用的PhysX卡。不過[[GeForce RTX 50系列]]显卡不再支持Physx。&amp;lt;ref name=&amp;quot;z085&amp;quot;&amp;gt;{{cite web | title=RTX 50显卡不再支持自家的Physx物理加速 | website=NVIDIA_新浪财经_新浪网 | date=2025-02-21 | url=https://finance.sina.com.cn/roll/2025-02-21/doc-inemezhi2967483.shtml | language=zh | access-date=2025-02-26}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
有趣的是，据说NVIDIA在当时通过第三方開發者，有意讓[[冶天科技|ATI]]的顯示卡支援PhysX運算，AMD官方未對此表態。后来，AMD宣佈旗下產品會被[[Havok]]物理引擎優化，它是PhysX物理引擎的競爭對手。&lt;br /&gt;
&lt;br /&gt;
== NVIDIA APEX PhysX ==&lt;br /&gt;
[[NVIDIA]]在GDC 2009上介绍了APEX PhysX，它允许艺术家更高效的创作物理内容。&amp;lt;ref&amp;gt;{{cite web |url=http://developer.nvidia.com/object/gdc-2009.html |title=存档副本 |accessdate=2010-09-20 |deadurl=yes |archiveurl=https://web.archive.org/web/20090831050238/http://developer.nvidia.com/object/gdc-2009.html |archivedate=2009-08-31 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nvidia APEX技术是围绕PhysX SDK构建的多平台可扩展动力学框架。它首次在2010年8月的[[Mafia II|《黑手党II》]]中引入。&amp;lt;ref name = APEX&amp;gt;{{cite web | url = http://benchmarkreviews.com/index.php?option=com_content&amp;amp;task=view&amp;amp;id=582&amp;amp;Itemid=64 | title = Mafia-II Video Game Performance Review | access-date = 2010-08-23 | author = Olin Coles | publisher = BenchmarkReviews.com | archive-date = 2011-07-07 | archive-url = https://web.archive.org/web/20110707223539/http://benchmarkreviews.com/index.php?option=com_content&amp;amp;task=view&amp;amp;id=582&amp;amp;Itemid=64 | dead-url = no }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nvidia的APEX包括以下模块：APEX Destruction、APEX Clothing、APEX Particles、APEX Turbulence、APEX ForceField，以及2011年停止开发的APEX Vegetation。&amp;lt;ref&amp;gt;{{cite web |url=http://developer.nvidia.com/apex |title=APEX |access-date=2011-06-08 |archive-date=2013-12-11 |archive-url=https://web.archive.org/web/20131211213522/https://developer.nvidia.com/apex |dead-url=no }}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |title=Category:APEX - PhysX Wiki |url=http://physxinfo.com/wiki/Category:APEX |publisher=PhysXInfo.com |access-date=2013-07-21 |archive-date=2021-11-30 |archive-url=https://web.archive.org/web/20211130173416/https://physxinfo.com/wiki/Category:APEX |dead-url=yes }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
从版本1.4.1开始，APEX SDK已被弃用。&amp;lt;ref&amp;gt;{{Cite web|url=http://gameworksdocs.nvidia.com/APEX/1.4/release_notes/ReleaseNotes.html|title=APEX 1.4.1 - Release Notes (APEX has been deprecated)|website=gameworksdocs.nvidia.com|access-date=2018-12-05|archive-date=2024-02-06|archive-url=https://web.archive.org/web/20240206160801/https://gameworksdocs.nvidia.com/APEX/1.4/release_notes/ReleaseNotes.html|dead-url=no}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NVIDIA FleX ==&lt;br /&gt;
FleX是一种基于粒子的实时[[视觉效果|视觉效果模拟技术]]。传统上，视觉效果是使用专门的[[刚体]]、流体、服装等专用求解器创建的元素的组合制作的。由于FleX对所有对象类型都使用统一的粒子表示，它使得不同的模拟物质可以无缝地相互作用。这种统一的物理求解器是[[三维渲染|离线计算机图形]]的重要组成部分，其中诸如[[Autodesk Maya]]的nCloth和[[Autodesk Softimage]]的Lagoa等工具被广泛使用。FleX的目标是利用GPU的能力将这些离线应用程序的功能带入实时计算机图形领域。&amp;lt;ref&amp;gt;{{Cite web|url=https://developer.nvidia.com/flex|title=NVIDIA FleX|date=2015-08-13|website=NVIDIA Developer|language=en|access-date=2019-04-17}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 来自Real World Technologies的批评 ==&lt;br /&gt;
于2010年7月5日，Real World Technologies发表了一篇关于PhysX架构的分析&amp;lt;ref&amp;gt;{{cite web|url=http://www.realworldtech.com/page.cfm?ArticleID=RWT070510142143|title=PhysX87: Software Deficiency|website=www.realworldtech.com|access-date=2024-02-06|archive-date=2012-05-24|archive-url=https://web.archive.org/web/20120524101004/http://www.realworldtech.com/page.cfm?ArticleID=RWT070510142143|dead-url=no}}&amp;lt;/ref&amp;gt;。根据这篇分析，当时在PhysX应用程序中使用的大部分代码都基于x86[[机器语言|CPU指令]]，没有进行任何[[多线程]]优化。这可能导致在CPU上运行PhysX代码时性能显著下降。文章建议使用[[SSE]]指令对PhysX进行重写，这可能会大大减少CPU PhysX和GPU PhysX之间的性能差距。&lt;br /&gt;
&lt;br /&gt;
作为对Real World Technologies分析的回应，PhysX的[[产品经理]]Mike Skolones表示&amp;lt;ref&amp;gt;{{cite web |last=Stokes |first=Jon |url=https://arstechnica.com/gaming/news/2010/07/did-nvidia-cripple-its-cpu-gaming-physics-library-to-spite-intel.ars |title=Did NVIDIA cripple its CPU gaming physics library to spite Intel? |publisher=Arstechnica.com |date=2010-07-08 |access-date=2011-11-30 |archive-date=2010-12-12 |archive-url=https://web.archive.org/web/20101212005259/http://arstechnica.com/gaming/news/2010/07/did-nvidia-cripple-its-cpu-gaming-physics-library-to-spite-intel.ars |dead-url=no }}&amp;lt;/ref&amp;gt;，SSE支持被抛在了后面，因为大多数游戏首先是为[[游戏主机]]开发，然后再移植到PC上。因此，即使几乎没有进行优化，现代计算机运行这些游戏的速度也比游戏机快得多，效果也更好。&lt;br /&gt;
&lt;br /&gt;
NVIDIA的高级[[公共关系|公关经理]]Bryan Del Rizzo解释说，多线程已经在CPU PhysX 2.x中可用，开发人员可以利用它。他还表示，自动多线程和SSE将在PhysX SDK的第3版中引入。&amp;lt;ref&amp;gt;{{cite web |url=http://www.thinq.co.uk/2010/7/8/nvidia-were-not-hobbling-cpu-physx/ |title=Nvidia: We&amp;#039;re not hobbling CPU PhysX &amp;amp;#124; thinq_ &amp;amp;#124; Page 1 |publisher=Thinq.co.uk |access-date=2011-11-30 |archive-date=2011-11-28 |archive-url=https://web.archive.org/web/20111128221028/http://www.thinq.co.uk/2010/7/8/nvidia-were-not-hobbling-cpu-physx/ |dead-url=no }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PhysX SDK 3.0于2011年5月发布，代表了SDK的重大改写，带来了诸如更高效的多线程和统一的代码基础等改进。&amp;lt;ref name=&amp;quot;sdk3&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 用法 ==&lt;br /&gt;
&lt;br /&gt;
=== 游戏 ===&lt;br /&gt;
PhysX技术被诸如[[虚幻引擎]]（从第3代开始）、[[Unity]]、[[Gamebryo]]、Vision Engine（从第6代开始）、Instinct Engine&amp;lt;ref&amp;gt;{{cite web |url=http://www.instinctengine.com/index.php/products/instinct-studio-sdk |title=Instinct Software - Instinct Engine SDK |publisher=Instinctengine.com |access-date=2013-10-04 |archive-url=https://web.archive.org/web/20150213215822/http://instinctengine.com/index.php/products/instinct-studio-sdk |archive-date=2015-02-13 |url-status=dead}}&amp;lt;/ref&amp;gt;、Panda3D、[[Diesel]]、Torque、HeroEngine和[[BigWorld]]等[[游戏引擎]]所使用。&amp;lt;ref name=&amp;quot;PhysX FAQ&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
作为为数不多的主要物理引擎之一，PhysX被用于许多游戏中，例如&amp;#039;&amp;#039;[[巫师3：狂猎]]&amp;#039;&amp;#039;、&amp;#039;&amp;#039;[[星际战甲]]&amp;#039;&amp;#039;、&amp;#039;&amp;#039;[[杀戮空间2]]&amp;#039;&amp;#039;，&amp;#039;&amp;#039;[[辐射4]]&amp;#039;&amp;#039;、&amp;#039;&amp;#039;[[蝙蝠侠：阿卡姆骑士]]&amp;#039;&amp;#039;、&amp;#039;&amp;#039;[[行星边际2]]&amp;#039;&amp;#039;和&amp;#039;&amp;#039;[[无主之地2]]&amp;#039;&amp;#039;。这些游戏大多使用CPU来处理物理模拟。&lt;br /&gt;
&lt;br /&gt;
支持硬件加速PhysX的游戏通常包含额外的效果，如可撕裂的布料、动态烟雾或模拟的粒子碎片。&amp;lt;ref&amp;gt;{{cite web |url=http://techreport.com/articles.x/16392 |title=《Mirror&amp;#039;s Edge》中的PhysX探究 |author=Matt Butrovich |publisher=《The Tech Report》 |date=2009-02-12 |access-date=2011-04-06 |archive-date=2012-06-27 |archive-url=https://web.archive.org/web/20120627053124/http://techreport.com/articles.x/16392 |dead-url=no }}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://news.cnet.com/8301-17938_105-10355716-1.html |title=Nvidia的PhysX让PC版《蝙蝠侠：阿卡姆骑士》值得等待 |author=Rich Brown |publisher=《cNET.com》 |date=2009-09-21 |access-date=2011-04-06 |archive-date=2012-10-25 |archive-url=https://web.archive.org/web/20121025203008/http://news.cnet.com/8301-17938_105-10355716-1.html |dead-url=no }}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.extremetech.com/article2/0,2845,2368499,00.asp |title=《黑手党2》：使用PhysX值得吗？ |author=Matthew Murray |publisher=《ExtremeTech》 |date=2010-09-02 |access-date=2011-04-06 |archive-date=2010-12-30 |archive-url=https://web.archive.org/web/20101230135015/http://www.extremetech.com/article2/0,2845,2368499,00.asp |dead-url=yes }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 其他软件 ===&lt;br /&gt;
其他支持PhysX的软件包括：&lt;br /&gt;
* [[Active Worlds]]（AW），一个在Windows上运行的3D虚拟现实平台。{{Citation needed|date=December 2018}}&lt;br /&gt;
* [[Amazon Lumberyard]]，由[[亚马逊公司|亚马逊]]开发的3D游戏开发引擎。&amp;lt;ref&amp;gt;{{Cite web|url=https://docs.aws.amazon.com/lumberyard/latest/userguide/gems-system-gem-physx.html|title=PhysX - Lumberyard User Guide|access-date=2024-02-06|archive-date=2020-09-22|archive-url=https://web.archive.org/web/20200922021924/https://docs.aws.amazon.com/lumberyard/latest/userguide/gems-system-gem-physx.html|dead-url=yes}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Autodesk 3ds Max]]、[[Autodesk Maya]]和[[Autodesk Softimage]]，计算机动画套件。&amp;lt;ref&amp;gt;{{cite web |url=http://www.cgchannel.com/2011/03/videos-autodesk-reveals-new-features-in-maya-2012/ |title=Videos: Autodesk reveals new features in Maya 2012 |author=Jim Thacker |publisher=cgchannel.com |date=2011-03-01 |access-date=2011-04-06 |archive-date=2024-02-06 |archive-url=https://web.archive.org/web/20240206160800/https://www.cgchannel.com/2011/03/videos-autodesk-reveals-new-features-in-maya-2012/ |dead-url=no }}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.beyond3d.com/content/news/765 |title=3ds Max 2012和Maya 2012增加了PhysX支持 |publisher=Beyond3D.com |date=2011-03-01 |access-date=2011-04-06 |archive-url=https://web.archive.org/web/20170708155351/https://www.beyond3d.com/content/news/765 |archive-date=2017-07-08 |url-status=dead }}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.vizworld.com/2010/05/nvidia-physx-cuda-softimage-2011/ |title=NVidia PhysX和CUDA在Softimage 2011中 |author=Randall Hand |publisher=Vizworld.com |date=2010-05-05 |access-date=2011-04-06 |archive-date=2024-02-06 |archive-url=https://web.archive.org/web/20240206160803/https://vizworld.com/2010/05/nvidia-physx-cuda-softimage-2011/ |dead-url=no }}&amp;lt;/ref&amp;gt;	&lt;br /&gt;
* [[DarkBASIC Professional]]（配备DarkPHYSICS升级），一个面向游戏开发的[[编程语言]]。&amp;lt;ref name=&amp;quot;darkbasic-pro-physx&amp;quot;&amp;gt;{{cite press release|publisher=The Game Creators |access-date=2006-09-23 |date=2006-03-22 |title=The Game Creators Integrate AGEIA PhysX Technology into DarkBASIC Professional |url=http://www.gamedev.net/community/forums/topic.asp?topic_id=382741 |url-status=dead |archive-url=https://web.archive.org/web/20060427020754/http://www.gamedev.net/community/forums/topic.asp?topic_id=382741 |archive-date=2006-04-27 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[DX Studio]]，用于创建交互式3D图形的集成开发环境。&amp;lt;ref&amp;gt;{{cite web|url=http://www.dxstudio.com/features.aspx|title=概述|work=DX Studio|publisher=Worldweaver|access-date=2008-11-02|archive-url=https://web.archive.org/web/20090705092517/http://www.dxstudio.com/features.aspx|archive-date=2009-07-05|url-status=dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 由前[[Sony Online Entertainment]]开发的游戏引擎[[Forgelight Engine]]。&lt;br /&gt;
* [[Futuremark]]的[[3DMark#Versions|3DMark06]]和[[3DMark#3DMark Vantage|Vantage]][[基准化分析法|基准测试工具]]。&amp;lt;ref&amp;gt;{{cite news|url=http://findarticles.com/p/articles/mi_m0EIN/is_2006_Sept_27/ai_n16836909|title=AGEIA Joins Futuremark&amp;#039;s 3DMark Benchmark Development Program|date=2006-09-27|agency=[[BusinessWire]]|work=[[FindArticles]]|publisher=CBS Interactive|access-date=2008-11-03|archive-date=2016-01-11|archive-url=https://web.archive.org/web/20160111063942/http://findarticles.com/p/articles/mi_m0EIN/is_2006_Sept_27/ai_n16836909|dead-url=no}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Microsoft Robotics Studio]]，一个用于机器人控制和模拟的环境。&amp;lt;ref&amp;gt;{{cite web|url=http://msdn2.microsoft.com/en-us/library/bb483076.aspx|title=Simulation Overview|work=Microsoft Robotics Developer Center|date=2012年3月|publisher=Microsoft|access-date=2024-02-06|archive-date=2008-10-15|archive-url=https://web.archive.org/web/20081015183054/http://msdn2.microsoft.com/en-us/library/bb483076.aspx|dead-url=no}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[NVIDIA]]的SuperSonic Sled和Raging Rapids Ride技术演示。&lt;br /&gt;
* [[OGRE]]（通过NxOgre包装器），一个[[开源软件|开源]][[Rendering (computer graphics)|渲染引擎]]。 {{Citation needed|date=December 2018}}&lt;br /&gt;
* [[Physics Abstraction Layer]]，一个物理模拟[[Application programming interface|API]]抽象系统（为PhysX提供[[COLLADA]]和[[Scythe Physics Editor]]支持）。&amp;lt;ref&amp;gt;{{cite web|url=http://www.adrianboeing.com/pal/engines.html|title=引擎|publisher=Physics Abstraction Layer|first=Adrian|last=Boeing|access-date=2007-11-18|archive-date=2024-02-06|archive-url=https://web.archive.org/web/20240206160806/http://www.adrianboeing.com/pal/engines.html|dead-url=no}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Rayfire，用于[[Autodesk 3ds Max]]的插件，允许碎裂和其他物理模拟{{Citation needed|date=December 2018}}&lt;br /&gt;
* The Physics Engine Evaluation Lab，一个旨在评估、比较和基准测试物理引擎的工具。&amp;lt;ref&amp;gt;{{Citation|last=Pierre-Terdiman|title=GitHub - Pierre-Terdiman/PEEL: Physics Engine Evaluation Lab.|date=2019-03-22|url=https://github.com/Pierre-Terdiman/PEEL|access-date=2019-03-22|archive-date=2024-03-31|archive-url=https://web.archive.org/web/20240331171556/https://github.com/Pierre-Terdiman/PEEL|dead-url=no}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 由[[Epic Games]]开发的[[虚幻引擎]]游戏开发软件。从Unreal Engine 4.26开始，PhysX已正式弃用。&amp;lt;ref&amp;gt;{{Cite web|url = https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview|title = Unreal Engine 4.26预览|date = 2020-09-24|access-date = 2024-02-06|archive-date = 2021-01-20|archive-url = https://web.archive.org/web/20210120180750/https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview|dead-url = yes}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 由Unity ApS开发的[[Unity引擎]]。 其DOTS（Data-Oriented Technology Stack）不使用PhysX。&amp;lt;ref&amp;gt;{{Cite web|url=https://docs.unity3d.com/Manual/PhysicsSection.html|title=Unity - 手册：物理|access-date=2024-02-06|archive-date=2022-05-13|archive-url=https://web.archive.org/web/20220513055327/https://docs.unity3d.com/Manual/PhysicsSection.html|dead-url=no}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 測試軟體 ==&lt;br /&gt;
網站oZone3D.net已推出相關的測試[[軟體]]，名為&amp;#039;&amp;#039;&amp;#039;FluidMark&amp;#039;&amp;#039;&amp;#039;，用來考察電腦的物理計算性能。&amp;lt;ref&amp;gt;{{Cite web |url=http://news.mydrivers.com/1/113/113739.htm |title=首款PhysX物理基准测试工具：FluidMark 1.0.0 |accessdate=2008-08-12 |archive-date=2016-03-04 |archive-url=https://web.archive.org/web/20160304113531/http://news.mydrivers.com/1/113/113739.htm |dead-url=no }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 参见 ==&lt;br /&gt;
* [[DirectX]]&lt;br /&gt;
* [[Open Dynamics Engine]]&lt;br /&gt;
* [[OpenGL]]&lt;br /&gt;
&lt;br /&gt;
== 参考资料 ==&lt;br /&gt;
{{reflist|30em}}&lt;br /&gt;
&lt;br /&gt;
== 外部链接 ==&lt;br /&gt;
* [http://www.nvidia.com/object/physx_new.html Official Product Site]{{Wayback|url=http://www.nvidia.com/object/physx_new.html |date=20090904173817 }}&lt;br /&gt;
* [http://physxinfo.com/ Projects using PhysX SDK]{{Wayback|url=http://physxinfo.com/ |date=20090826152748 }}&lt;br /&gt;
* [http://ps3.ign.com/articles/635/635492p1.html &amp;quot;PS Meeting 2005: Sony Hooks Up with AGEIA&amp;quot;]{{Wayback|url=http://ps3.ign.com/articles/635/635492p1.html |date=20060601044714 }} - IGN News Story&lt;br /&gt;
* [https://web.archive.org/web/20060421171002/http://personal.inet.fi/atk/kjh2348fs/ageia_physx.html The Unofficial AGEIA PhysX Links &amp;amp; Info Page]&lt;br /&gt;
* [https://web.archive.org/web/20060510072857/http://www.bfgtech.com/physx/index.htm Official BFG Technologies Product Site]&lt;br /&gt;
* [http://www.pcpop.com/doc/0/313/313539.shtml 动态逼真！NV超震撼物理加速视频赏析]{{Wayback|url=http://www.pcpop.com/doc/0/313/313539.shtml |date=20081006094027 }}&lt;br /&gt;
* [https://web.archive.org/web/20091228024838/http://www.enet.com.cn/article/2009/1221/A20091221589554.shtml 部分对PhysX技术的质疑]&lt;br /&gt;
* [https://developer.nvidia.com/physx-sdk Official Product Site] {{Wayback|url=https://developer.nvidia.com/physx-sdk |date=20170107003159 }}&lt;br /&gt;
* [http://www.techgage.com/article/ageia_physx_first_impressions/ Techgage: AGEIA PhysX.. First Impressions] {{Wayback|url=http://www.techgage.com/article/ageia_physx_first_impressions/ |date=20240206163837 }}&lt;br /&gt;
* [http://techgage.com/article/nvidias_physx_performance_and_status_report/ Techgage: NVIDIA&amp;#039;s PhysX: Performance and Status Report] {{Wayback|url=http://techgage.com/article/nvidias_physx_performance_and_status_report/ |date=20240206160826 }}&lt;br /&gt;
{{NVIDIA}}&lt;br /&gt;
{{DEFAULTSORT:Physx}}&lt;br /&gt;
[[Category:PlayStation 3]]&lt;br /&gt;
[[Category:物理引擎]]&lt;br /&gt;
[[Category:英伟达]]&lt;/div&gt;</summary>
		<author><name>imported&gt;日期20220626</name></author>
	</entry>
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