GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

PhysX 4: Raising the Fidelity and Performance of Physics Simulation in Games (Presented by NVIDIA)

Keir Storey  (Principal Software Engineer, NVIDIA)

Michelle Lu  (Principal Software Engineer, NVIDIA)

Gordon Yeoman  (Software Engineer, NVIDIA)

Location: Room 205, South Hall

Date: Friday, March 22

Time: 12:15 pm - 1:15 pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Programming

Format: Sponsored Session

Tutorials: N/A

Vault Recording: Video

Audience Level: All

In this talk, NVIDIA will discuss the latest features of PhysX 4, NVIDIA's latest open-sourced PhysX version. This talk will focus on which new techniques are available, how to use them and provide details about the performance and accuracy trade-offs of these techniques and applicability to game developers. NVIDIA will provide examples of how these techniques can be used to improve not only simulation quality, but also performance in a wide range of gaming applications. NVIDIA will also discuss the feature set and simulation integrity of the PhysX Vehicles SDK.


Improved understanding of new techniques in PhysX and how they can be used to provide improved simulation quality without accepting compromises on performance or features for game developers.

Intended Audience

Programmers, designers, technical artists.