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-SD-
Member
(07-25-2013, 10:18 PM)
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Ever wondered how far we have progressed in making water and other fluids behave realistically in games?

These are PC demos using NVIDIA PhysX. Yeah, not gameplay videos as such, but we are slowly but surely getting there. Just need a "bit" more horsepower...

2013

November - NVIDIA FLEX
http://www.youtube.com/watch?v=lXxjleVS6pE
- Water balloons!

July - SIGGRAPH (Miles Macklin)
http://blog.mmacklin.com/2013/07/25/siggraph-slides/
http://mmacklin.com/pbf_slides.pdf

Fluid poured over non-static objects in a pool
http://www.youtube.com/watch?v=LMBeC_Ht2Lk&hd=1

Cloth + fluid
http://www.youtube.com/watch?v=-4wjJr2XwNo&hd=1

Pool with static objects in it
http://www.youtube.com/watch?v=2fcdK_hWtMg&hd=1

April
Position-Based Fluids - Supplemental Video (Miles Macklin)
http://www.youtube.com/watch?v=F5KuP6qEuew&hd=1
- Lighthouse demo 15fps on a GTX 680

Position-Based Fluids demonstration
http://www.youtube.com/watch?v=6WZZARzpckw&hd=1
- 30fps on a GTX 580

Position-Based Fluids - SIGGRAPH submission video (Miles Macklin)
http://www.youtube.com/watch?v=mgYztcjOvRQ&hd=1

March - GDC
Fishtank Fluid - Position-based fluids demo with real-time destruction
https://www.youtube.com/watch?v=62zPjIXXSqw&hd=1
Last edited by -SD-; 12-08-2013 at 11:22 AM.
Valnen
Member
(07-25-2013, 10:18 PM)
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Looks like it's got a ways to go.
Canis lupus
Junior Member
(07-25-2013, 10:20 PM)
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I wish water looked like this in games.
Ragnarok
Member
(07-25-2013, 10:20 PM)
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still pretty bad imo
Valnen
Member
(07-25-2013, 10:21 PM)
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Originally Posted by Ragnarok

still pretty bad imo

Especially when you consider the low framerates some of these are running at on powerful hardware.
Graphics Horse
graphics horse
graphics horse
does whatever a
graphics horse does
(07-25-2013, 10:22 PM)
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Hydrophobia 2 is going to be AMAZING!
FlashbladeGAF
Member
(07-25-2013, 10:28 PM)
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Originally Posted by Canis lupus

I wish water looked like this in games.


Instantly thought of the Last of Us when reading the title.

Before I watch the vids, I think ND did amazing job with the water and how it reacted subtly with your movements
DopeyFish
Not bitter, just unsweetened
(07-25-2013, 10:31 PM)
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http://www.youtube.com/watch?v=1JrM4ujLY_A

I want this already
Alebrije
Member
(07-25-2013, 10:37 PM)
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Wave Racer !!!
EatChildren
Chico is Quiet
(07-25-2013, 10:44 PM)
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I think it all looks fucking incredible. But I also liked the liquid PhysX stuff in Borderlands 2.
joesiv
Member
(07-25-2013, 10:54 PM)
Thanks for the post, I love this type of stuff.

I think it looks pretty good, better than a lot of other stuff out there. I especially like when they turn on the lower tension effects (the white foamy bits), it helps sell it.

I agree though that it has a ways to go, my intuition would say that the water's friction is too high, water doesn't flow naturally under the surface, as it tends to want to stop too quickly, the surface appears to keep moving, but the actual particles aren't, which would lead to problems under the surface if you were to simulate things like sea weed, fish, and the like.

You can see this as well when two bodies of water collide, it makes the particles come to an abrupt stop when they collide, while the surface the motion seems reasonable, under the water, the actual fluid simulation falls on its face. Perhaps these are concessions to allow it to run in real time at a reasonable framerate.

Perhaps it's tunable under this model, I didn't read the paper.
JordanN
Junior Member
(07-25-2013, 10:58 PM)
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Originally Posted by -SD-


Fluid poured over non-static objects in a pool
http://www.youtube.com/watch?v=LMBeC_Ht2Lk&hd=1

This would be awesome for a Super Mario Sunshine. Shame there wont be a Nintendo console powerful enough for a loooooooooooong time.
Graphics Horse
graphics horse
graphics horse
does whatever a
graphics horse does
(07-25-2013, 11:56 PM)
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Originally Posted by JordanN

This would be awesome for a Super Mario Sunshine. Shame there wont be a Nintendo console powerful enough for a loooooooooooong time.

I'm not sure any console will be if you want an ocean of the stuff.
But I'm interested if it could seamlessly blend with less detailed water depending on your distance.
Randdalf
Member
(07-26-2013, 12:01 AM)
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The problem now is more the quantity of water than the actual simulation of it. More powerful GPUs will definitely go a long way towards making that achievable.
KKRT00
Member
(07-26-2013, 12:04 AM)
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Originally Posted by Graphics Horse

I'm not sure any console will be if you want an ocean of the stuff.
But I'm interested if it could seamlessly blend with less detailed water depending on your distance.

Yep, thats what i though. It would increase the size of particle in part where its not interacting with anything and for surface it would use synced FFT approximation for example. This could scale down power requirement significantly.
-SD-
Member
(12-08-2013, 11:23 AM)
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Water balloons!

http://www.youtube.com/watch?v=lXxjleVS6pE
Amirai
Junior Member
(12-09-2013, 01:35 AM)
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That is sweet. I really want an avatar the last airbender game that takes advantage of this stuff/digital molecular matter/euphoria-type technologies so we could have a game with benders doing stuff like waterbending in a true physical way, pushing enemies/objects with the water, and earthbending, sliding the ground to knock enemies over, literally tearing buildings apart as they fight each other, hurling giant rocks and undermining the structural integrity of the buildings they're fighting in - so many possibilities... It could even be completely brilliant for motion controls, something I haven't been too fond of most times I've tried them.

I know realistically the horsepower needed for such a game rather than just a small environment like that video is quite a ways off, but man would it be awesome...
Kazerei
(12-09-2013, 01:44 AM)
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The videos looked great, except the cloth + fluid one. It was really weird how the water bounced off the cloth and shattered into beads.
M3d10n
Member
(12-09-2013, 02:17 AM)
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Originally Posted by -SD-

Water balloons!

http://www.youtube.com/watch?v=lXxjleVS6pE

It looks great fun, but correct me if I'm wrong: if everything is being run on the GPU, wouldn't having to read back the results to main RAM (in order for the physical objects to affect the game logic) murder the framerate by stalling the GPU?

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