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New PhysX Flex video for real-time physics geeks to drool over [SIGGRAPH 2014]

-SD-

Banned
NVIDIA said:
Core Idea

Everything is a set of particles connected by constraints

FrenchFluidIvorybackedwoodswallow.gif
TheseTotalJackrabbit.gif
IlliterateComposedFreshwatereel.gif


https://vimeo.com/94622661
60fps higher quality source: http://mmacklin.com/uppfrta.mp4

Blog post: http://blog.mmacklin.com/2014/05/15/new-siggraph-paper/

Tech paper preprint: http://mmacklin.com/uppfrta_preprint.pdf

EDIT: Slides are up: http://mmacklin.com/flex_siggraph_slides.pdf

Unified Particle Physics for Real-Time Applications - SIGGRAPH 2014

Miles Macklin, Matthias Müller, Nuttapong Chentanez, Tae-Yong Kim
(to appear SIGGRAPH 2014)


Abstract

We present a unified dynamics framework for real-time visual effects. Using particles connected by constraints as our fundamental building block allows us to treat contact and collisions in a unified manner, and we show how this representation is flexible enough to model gases, liquids, deformable solids, rigid bodies and clothing with two-way interactions. We address some common problems with traditional particle based methods and describe a parallel constraint solver based on position based dynamics that is efficient enough for real-time applications.

Some performance info:
NVIDIA said:
We have implemented our solver in CUDA and timings for various scenes were measured on an NVIDIA GTX680 GPU (Table 1). These times do not include rendering, however all our results were captured in real-time apart from the Rayleigh-Taylor scene which consists of 300k particles and simulates in around 150ms per frame.
NVIDIA said:
 
Neat but having trouble thinking of a good gameplay use for these effects.

I'm not saying these effects won't be nice for scene building, but without a realistic/non-test scene to demonstrate it it's hard to get a good feel for it.
 
Similar smoke was in ACIV on PC when using the high preset for physx but it brought the frame rate crashing down with it. Can't wait for the day that stuff runs smooth!
 

Hunter D

Member
Everything looks nice, but most of it can't be utilized in game play and you can do effects that look similar that are cheaper.
 

KKRT00

Member
pretty much. I remember kkrt00 saying any sort of volumetric smoke would require 16 or 6 tflop of computational performance.

In precision from a video they were showing.
https://www.youtube.com/watch?v=ZwoJ-upjeKo

You could need less for lower precision, but still quite much, like at least 2-3tflops for just this effect.

---
I would love though to have at least this kind of volumetric smoke in some games
https://www.youtube.com/watch?v=FGV4GRO68j0

It runs in over 120fps on GTX 560.
 

Damian.

Banned
Looks nice, but will surely run like garbage, just like virtually all implementations. Nvidia can take these demos and shove them up their ass for all I care. Give us something that is useful and actually works without turning the experience into a fucking slideshow.
 
I think its incredible that hardware-vendor specific Physics is still a thing, how many people actually use this stuff? only a few games use it and its the last thing I turn on and the first I turn off when I want more performance
 
I think its incredible that hardware specific Physics is still a thing, how many people actually use this stuff? only a few games use it and its the last thing I turn on and the first I turn off when I want more performance
I use it and love it, ACIV made me tone it down though because it became nearly unplayable in cities.
 

KaiserBecks

Member
I think its incredible that hardware-vendor specific Physics is still a thing, how many people actually use this stuff? only a few games use it and its the last thing I turn on and the first I turn off when I want more performance

Borderlands 2 with PhysX was glorious.
 

Antialias

Member
As someone who actually works on game physics it always irks me to see papers like this make the claim that this stuff is game-ready when they're running it on a PC GPU and it still takes 30ms per frame (last year's paper from NVidia on destruction ran on 2x Titans). While their treatment of rigid bodies is nice, the technical content is very thin in this paper. Of course, in some fields (and realtime physics is one of them), SIGGRAPH is more of a beauty contest than an academic conference.

Edit - Why yes, my paper was rejected this year.
 

Chao

Member
Tired of seeing amazing tech demos and never getting a game using those technologies.

By the time this can be done on a home console I'll be dead already.
 
I'd love to see a shooter with Vectorman-like characters using that water balloon tech. Would make for some satisfying shots I think.

I just want to squeeze them so bad.
 

Yoshichan

And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?
Someone call Phil Harrison.
 
You can see these/similar smoke effects in Batman: Arkham Origins

I had a gif I made from it while playing on PC. Not sure if I still have a link for it.

these effects need to become standardized. Having them exclusive for top of the line nvidia cards is a complete waste. Until they can run on consoles and amd gpu's, the devs won't bother designing gameplay around them
 

-SD-

Banned
There it is, the Killzone 2 CG smoke. Probably running on Titan though.
Found some info on performance (from the PDF):
NVIDIA said:
We have implemented our solver in CUDA and timings for various scenes were measured on an NVIDIA GTX 680 GPU (Table 1). These times do not include rendering, however all our results were captured in real-time apart from the Rayleigh-Taylor scene which consists of 300k particles and simulates in around 150ms per frame.
NVIDIA said:
 
I love all the PhysX stuff in the Arkham games and in Alice/Mirrors Edge etc. Not that it wasn't more than just fx/eyecandy.

I sometimes wonder what Nvidia hopes to get from all the research, as it is them doing all that by themselves, right? Of course it's probably to stay ahead of other GPU manufactures by delivering dedicated hardware for this software. If they wouldn't do it, who would? They are trying to make this as efficient as possible... that's how it seems anyway!
 

Hip Hop

Member
I wish games had more PHysx.

It's one of my favorite things ever, and can potentially make a crappy game that much better.


In Borderlands 2, it's so beautiful (Not saying this game is crap of course).
 

Harp

Member
Has any of this stuff ever been used in a game as a none tacked on and completely out of place way?
 
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