2K Games and Electronics Arts Agree to Utilize Nvidia PhysX Physics Effects Technology

2K Games and EA License Nvidia PhysX Platform

by Anton Shilov
12/08/2008 | 02:39 PM

2K Games, a publishing label of Take-Two Interactive Software, and Electronic Arts on Monday said that they would make available Nvidia PhysX technology development platform available for their studios worldwide. The announcement is important for the technology, however, it does not mean that many game developers will start exclusively using PhysX technology.


The Nvidia PhysX development solution consists of a robust physics engine, application programming interface and middleware designed to give developers and animators creative control over the look of their final in-game interactivity by allowing them to author and preview physics in real time. PhysX technology works across all major gaming platforms, including Microsoft Xbox 360, Nintendo Wii, Sony Playstation 3 and the personal computer, and can be accelerated by both x86 microprocessors as well as DirectX 10-compatible Nvidia GeForce graphics processing units.

“We are very impressed with the quality of the PhysX engine and we licensed it so our studios can use this solution early in development. Developing games with an interactive story and immersive gameplay remains our number one priority, and aligning with technology leaders like Nvidia allows our teams to concentrate on making great games,” said Jacob Hawley, technology director for 2K.

2K Games will be using PhysX for its upcoming title, Borderlands, developed by Gearbox Software, among other future releases.

“PhysX is a great physics solution for the most popular platforms, and we're happy to make it available for EA’s development teams worldwide. Gameplay remains our number one goal, with character, vehicle and environmental interactivity a critical part of the gameplay experience for our titles, and we look forward to partnering with NVIDIA to reach this goal,” said Tim Wilson, chief technology officer of EA’s Redwood Shores Studio.

It is important that Nvidia PhysX will be available for numerous studios worldwide and will not be adopted only by some for certain special titles. Still, it should be noted that with emergence of competing general-purpose application programming interfaces that enable general purpose computing on GPUs, such as OpenCL or Microsoft DirectX 11 the importance of PhysX, when it comes to GPU-accelerated physics effects, will get considerably lower. But until game developers have released titles featuring the aforementioned APIs and their own GPU-accelerated physics engines, Nvidia may benefit from the high-quality physics technology it got with the acquisition of Ageia earlier this year.