Zebuddi.
Realtime Water effects even on cheap gfx cards PhysXInfo
- Zebuddi123
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Realtime Water effects even on cheap gfx cards PhysXInfo
malleo, caput, bang. Ego, comprehendunt in tempore
Re: Realtime Water effects even on cheap gfx cards PhysXInfo
Not really anything new, water like this has been possible for many many years. It takes the same approach Rigs of Rods does, and applies it to how each rect of water is drawn and handled. Tho we haven't seen water like this in games is because it has always been extremely GPU taxing. Maybe in a few more years, we will have enough GPU power standard to handle tons of complex physics calculations and the game buffer at the same time (AMD now has Tressfx which will become standard in games). Unless of course, APU's become the future of central processing units. By then the on-die iGPU will be more than powerful enough to handle complex physics number crunching, while the dedicated GPU can draw the game itself (this is where I honestly see technology going very soon).
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MachineCode
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Re: Realtime Water effects even on cheap gfx cards PhysXInfo
"Page Not Found"Zebuddi123 wrote:http://www.popsci.com/technology/articl ... swim-video
How can I view the article?Blankname wrote:water like this has been possible for many many years
Microsoft Visual Basic only lasted 7 short years: 1991 to 1998.
PureBasic: Born in 1998 and still going strong to this very day!
PureBasic: Born in 1998 and still going strong to this very day!
Re: Realtime Water effects even on cheap gfx cards PhysXInfo
Blankname wrote:Not really anything new, water like this has been possible for many many years. It takes the same approach Rigs of Rods does, and applies it to how each rect of water is drawn and handled. Tho we haven't seen water like this in games is because it has always been extremely GPU taxing. Maybe in a few more years, we will have enough GPU power standard to handle tons of complex physics calculations and the game buffer at the same time (AMD now has Tressfx which will become standard in games). Unless of course, APU's become the future of central processing units. By then the on-die iGPU will be more than powerful enough to handle complex physics number crunching, while the dedicated GPU can draw the game itself (this is where I honestly see technology going very soon).
Fabrication tech isn't even remotely close enough to raise clock rates and implement this to scale. I'd say at least another decade or two if companies stay productive.
Or if optical interconnect catches on and are implemented for most of the chip buses. Which should be a high priority right now.
Stuff like this has been in demoscene even longer than anywhere else, game studios use generic frameworks with little optimization though.
- Zebuddi123
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Re: Realtime Water effects even on cheap gfx cards PhysXInfo
@ MachineCode thats strange this link works ? try http://physxinfo.com/news/11109/introdu ... ed-fluids/
zebuddi.
zebuddi.
malleo, caput, bang. Ego, comprehendunt in tempore
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MachineCode
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Re: Realtime Water effects even on cheap gfx cards PhysXInfo
zebuddi, thanks, your second link works. The one in your original post shows this (cropped):


Microsoft Visual Basic only lasted 7 short years: 1991 to 1998.
PureBasic: Born in 1998 and still going strong to this very day!
PureBasic: Born in 1998 and still going strong to this very day!