That's odd; the 670 supports CUDA 3.0, so it should work.I can't get it to work. Does a 670 qualify?
http://webmup.com/supUs/vid.webmFor extra fun, use shift+click to move stuff around, rip cloth, tear holes in water balloons, etc.
I've studied a few of the techniques used for these demos. Real-time fluid simulation and rendering is basically impossible without serious optimization. That's basically why you'd want to use PhysX's implementation rather than rolling your own. The fundamental equations are simple, but making it fast is difficult.neat, but it's only going to be used in the most high end rigs and as an unoptimized feature in PC games for the next 5 years or so.
But boy do i wish that wasn't so because it looks great.
I can't wait till games start using this stuff. Real time flooding of levels, the list is endless.
Is your GeForce driver too old?I can't get it to work. Does a 670 qualify?
Is your GeForce driver too old?
It's because GTX 580 is a CUDA 2.0 capable card and at least CUDA 3.0 capability is required.It's not working for me on a GTX 580 (with the latest drivers). I get this error: "Could not initialize Flex, selected device is not SM3.0 or higher..."
Tried this today, pretty cool stuff. Would love to see these kinds of physics applied to games in real time.
This is cool and stuff but what I really want to see is a simulation of peeing on a hydrophobic wall
Oh man, imagine this with VR and a six-axis controller (e.g. STEM or lighthouse) as your 3D input. Simple little experiences like throwing a pie at someone would be amazing.
If they have VR support I'll try it out with my DK2 later.
Yay slideshow! Unless you have that nifty Titan X setup of course
Excited for nvidia to implement the per eye rendering for use with the consumer vr hmds. After playing around with this it really drives up my desire to see this kind of complexity of physics in games, though I know that's probably not gonna happen for quite some time :
Excited for nvidia to implement the per eye rendering for use with the consumer vr hmds. After playing around with this it really drives up my desire to see this kind of complexity of physics in games, though I know that's probably not gonna happen for quite some time :
GTX 780: https://www.youtube.com/watch?v=ERGkprgg4fIWonder what the GPU utilization is for these?
...and that's a huge understatement. There needs to be an exponential increase in computing speed to really enable these amazing physics in games sometime before the end of this century.We have a long way to go.
Didn't see a post about it thought I'd share here, somebody plopped Mario into a small space with various flex materials with some basic physics interaction using the little guy. Runs pretty well too on a single 970 (goes to shit with the water one though). Here's a vid, also download in the description. Alt+enter enables Rift support fyi. Would love to see a new Sunshine with water physics like this. Maybe in a gen or two? lol
Mario Flex demo
Didn't see a post about it thought I'd share here, somebody plopped Mario into a small space with various flex materials with some basic physics interaction using the little guy. Runs pretty well too on a single 970 (goes to shit with the water one though). Here's a vid, also download in the description. Alt+enter enables Rift support fyi. Would love to see a new Sunshine with water physics like this. Maybe in a gen or two? lol
Mario Flex demo
Aw yea. I mean, I'd pay money for this with VR support and 3d input.Oh man, imagine this with VR and a six-axis controller (e.g. STEM or lighthouse) as your 3D input. Simple little experiences like throwing a pie at someone would be amazing.
If they have VR support I'll try it out with my DK2 later.
I tried yesterday this demo in my pc with a 960 and i don't have any problems with the water section.Maybe is because i have the physics to run in the cpu and not in the gpu.Runs pretty well too on a single 970 (goes to shit with the water one though).