End of the
year is proper time to gather some statictics and
summarize what PhysX SDK has archieved in past 4 years. In this
article will try to compare it with other physics engines presented
on the market not in terms of features, quality, performance or
something like that – butreleased game titles. Best
way, as we think, to understand what is really needed and adopted
by game industry.
* on counting details please refer to article
endnote. Graph and following article is related to time
periodfrom 2006 to 2009.
PhysX (PhysX
SDK)–
previously known as NovodeX. Currently owned by Nvidia, binary PC
and console versions of SDK are available for free. PhysX SDK is
only solution with fully-functional GPU/PPU physics acceleration
pipeline.
Havok– popular and reputed commercial solution. Havok
product line includes not only physics engine itself, but dedicated
tools for AI, animation and behaviour.
Open
Dynamics Engine (ODE)– developed by Russell Smith, open-source ODE
physics engine was quite popular in 2005-2006. Currently ODE’s
development seems to be suspended.
Newton Game
Dynamics– free for commercial and non-commercial use
(but closed source), Newton is well known for it’s stability and
accuracy, and bad performance as well. However, version 2.0
(currently in beta) is going to adress this issues. Has small, but
solidary community.
Bullet– open source physics simulation library,
published under free zLib licence. Developed by Erwin Coumans,
former Havok employee. Promising engine, but it’s adoption isn’t
riding with spurs.
BothHavokandPhysXhave left
competitors far behind, evenODE’slead from others
is considerable enough – so this time onlyPhysX SDK, Havok and
ODEwill participate
as subjects of our investigation, other engines simply won’t
provide enought data for statistics.
1. Titles Quality.
Rough numbers of released games
won’t show much on physics engines nature – advanced statistics is
much more demonstrative. We’ll start with quality (or ranking) of
released games, usingmetascore(bymetacritic.com)
- weighted average of all of the scores assigned
by individual critics to certain games.
Titles are devided into cathegories,
according to their metascore: Third rate or
specific(with metascore
<50 or not listed in metacritic.com database at
all),Decent(metascore 50..
70),Good(metascore 71..
85) andExcellent(metascore
>85).
Thanks to it’s free license and rich feature
setPhysX SDK, preferred by small
teams, is dominating PC market. CurrentlyPhysX SDKis widely adopted
by russian (mostly trash games) and korean (mostly specific MMOs)
developers. Not to mention, thatPhysX SDKis default physics
solution for Unreal Engine 3, used in majority of UE3 based titles
(Gears of War, Mass Effect, etc). Year 2009 has brought some
popular games, like Dragon Age: Origins, Overlord 2 or Risen,
intoPhysXlibrary.
Havokis currently best choise for AAA titles –
extensive toolset , orientation on consoles, best-in-class
developer support. Well-known titles of year
2009, like Uncharted 2: Among Thieves or Killzone 2 are based
onHavok. Surprisingly,
evenTry
Havokinitiative hasn’t
helped Havok to gain popularity at indie-developers
community.
In spite of the fact thatODEhas some good
games in it’s library, like S.T.A.L.K.E.R. series or Word of Goo
(only one with metascore > 85), 54% of all titles
are based on Chrome Engine from Techland – mainly that’s trash
shooters from CITY Interactive or russian UAZ 4×4 and it’s
countless add-ons.
Graph above is showing games quality
distribution as relative percentage ratio.
2. Dynamics of releases.
Another significant characteristic –
dynamics of game releases, that is showing adoption and demand for
certain physics engines over years. Choice of 2006-2009 timeframe
is based on equality requirement, as there were noPhysX SDKbased titles
before year 2006 (also, there is no more official list for
pre-2006Havoktitles).
Adoption ofPhysX SDKis showing
substantial growth on whole lifecycle, regardless of engine updates
absence (PhysX
SDKis staying without
major updates for several years, while all recources are
concentrated on APEX and SDK 3.0 development).
We can call situation onHavokside stable
enough, meanwhile, minimal degradation of released titles numbers
is present. (titles numbers are shown per year)
ODE’susage by gamedevs is marginal in comparison with
competitors, and it’s still lowering year by year, while engine
development is suspended currently.
Graph above shows more detailed
statistics – amount of released games per quarter (3 months) of
calendar years 2006-2009.
3. Platform destribution.
Gaming platform destribution is
interesting factor – AAA titles are mostly oriented on consoles (as
variant, multiplatform) and can afford expensive solution
likeHavok, or even development of
proprietary physics engines, while PC game developers prefer free
and/or open source engines.
Results are obvious enough
–PhysX SDKis dominating on
PC market,Havok– on console
market (reasons were described in pt. 1). Also, onlyHavokhas advanced
support for various platforms – not only PC and modern consoles,
but Xbox, PS2 and even PSP.
By the way, standalone console versions ofPhysX SDKexisted even in
2005 (even certain games from PS3 and Wii start-up line were based
onPhysX SDK), but still most of
it’s console titles are based on UE3.
In accordance with open-source
nature ofODEit was used in
several games for Wii, but majority of titles are still Chrome
engine based games for PC.
Graphical representation of relative
platform destribution is shown above.
4. Conclusion
Today situation on physics engines
market is clear enough, but we’ll return to this topic at the end
of 2010 with great pleasure – because 2010 is going to be reach on
interesting events.Havokwill try to get
hold of indie developers again – this time withIndependent Developer ProgramIn
addition,Havokis heading
omni-solution way, as it has now brand-new tools – AI, Cloth and
Destruction – in product line. What’s next – Havok Sound ? Havok
Network ?
PhysX SDK, in turn, will endeavour to conquer console
market with long-awaited SDK 3.0 (reworked architecture, new
features, extensive optimizations for Xbox 360 and PS3) and APEX
toolset.
Another topic isGPU accelerated physics,
what’s going to prevail – industry “standarts” likeOpenCL Bullet(without GPU
physics based tools and experienced developers, but working on wide
set of hardware) or proprietary developements, likePhysX(with direct
support from Nvidia, GPU physics oriented architecture and complete
toolset, team of content-developers) ?
Feel free toshare your thoughts with
usin a comment
section below, or viaour forum
5. Endnote.Details on titles count methodology. Please note that
non-commercial indie titles, games released before 2006 and games
for iPhone/iPod are not included.
PhysX – list atPhysXInfo.com(CPU, GPU, PPU and
console games included)
Havok –official titles list.
ODE –official titles
list;wiki;Chrome
Engine;UAZ 4×4 series;
Newton –official titles list;
Bullet –bulletphysics.com forum;