NVIDIA PhysX and Flow Are Now Fully Open Source

Apr 5, 2025 at 12:30pm EDT
NVIDIA PhysX

It's been around six and a half years since the NVIDIA PhysX SDK went open source under the 3-Clause BSD license. However, not all of it was actually open source. This changed only recently, with the release on GitHub of the GPU simulation kernel source code. Here's the message shared by NVIDIA, along with the release of the shader implementation of the Flow SDK:

We’re excited to share that the latest update to the PhysX SDK now includes all the GPU source code, fully licensed under BSD-3!

Related Story NVIDIA Enables Full PhysX Performance On RTX 50 GPUs For Select Titles In Latest GeForce Game Ready 591.44 Drivers

With over 500 CUDA kernels powering features such as rigid body dynamics, fluid simulation, and deformable objects, GPU PhysX represents one of the most advanced real-time simulation use cases of CUDA and GPU programming. We hope this release will be a valuable resource for learning, experimentation, and development across the community.

In addition, we’re also open-sourcing the full GPU compute shader implementation of the Flow SDK, our real-time, sparse grid–based fluid simulation library.

NVIDIA PhysX is a name we haven't used for a long while until very recently, when users found out that NVIDIA had dropped support for the new GeForce RTX 50 Series graphics cards. This caused users to seek unorthodox solutions, such as pairing an RTX 50 GPU with an RTX 3050 dedicated solely to PhysX.

This only really affects a few old PC games, like Batman: Arkham Asylum and Mirror's Edge. Still, the release of the GPU simulation kernel source mode means modders could fix the problem entirely if they so choose. Needless to say, it would have been better if NVIDIA had fixed the issue themselves, but at least this open source release gives modders the chance to do something about it. Of course, we'll keep an eye on any mod releases that take advantage of the newly available GPU simulation kernel source code.

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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