DigiQ8
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this is amazing, its in bink format
http://dmode.datamachine.net/physx_carwash_waterdrop.exe
http://dmode.datamachine.net/physx_carwash_waterdrop.exe
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waste to use it for rain when shader effects and regular ways of doing falling rain work just fine.Ritz said:Untill water looks near-perfect realisim I dont think it will be put to much use, but the "thick water" as I will call it can be used for things like rain, small puddles etc, but stuff like waterfalls made out of this wont look overly wonderfully.
It could also be covered differently and be used for other things, like melted metal.
It still looks chunky and acts like a heavy, thick liquid rather than water. It's just not very accurate unless they were going for a really thick liquid. Water is harder to simulate than something like mercury because it moves faster, causing more problems. I bet they didn't do water specifically because it is harder to properly simulate. Water would splash when it hit the roof... not just ooze. They have a decent simulation of one aspect of fluids, but it only works when it stays in large chunks. They need to get the size of the particles down a bit for it to look good. You can either perfectly simulate the liquid on a nearly molecular level or you can code the different aspects in for a more performance-friendly solution. I suggest that they add a system that spawns appropriate sprites in situations where some of the water would turn into a mist (ie: wind resistance during long falls, particularly hard impacts, etc)... and they would also need to be able to simulate situations where turbulent water gathers a bunch of tiny bubbles (ie: the white part at the top of larger waves, when someone/something dives into the water, the base of a waterfall, etc).DigiQ8 said:i dont think they want to show us how the water looks, they want to show us how the water react when it reach the car .
Back in March, after the Game Developers Conference, we ran an editorial questioning whether or not the PC gaming world is ready for a dedicated physics accelerator chip. In it, we mentioned how badly AGEIA handled the coming-out of their PPU, or Physics Processing Unit. They had no live demos running on hardware, could name no partners, no software titles using the hardware, no price estimates. Now, a few months later at E3, things have changed a lot.
We sat down the company and witnessed two demos running live on first-run, A0 silicon. The final silicon that will ship in boards is A1—AGEIA made a simple metal spin, but made no major changes to the silicon design. It'll be produced on a standard .13 micron CMOS process at TSMC. Who's going to build boards with this thing? So far, ASUS is the first to announce a partnership with AGEIA. They'll have a PPU board with AGEIA's chip on the market in the fourth quarter of this year, with 128MB of GDDR3 memory, for roughly $249 to $299. Initially, it will only come only in a PCI card, with PCIe cards expected further in the future.
The first demo was graphically simple, but still fairly impressive. A large rocky hillside had about 4,200 boulders dropped at the top, which all bounced, tumbled, and interacted in a realistic (and speedy) fashion. AGEIA claimed that a dual-core CPU can handle maybe 800-1,000 in a demo like this, but was quick to note that 4,200 boulders was nowhere near the capability of their chip. There's a driver issue right now where a lot of the timings need to be worked out between the massively parallel math units in the chip. Within a couple of months, the company will have a new driver which will enable them to raise the boulder count to 32,000. They're confident they can reach that number, but even if they can only get halfway there, 16,000 to 20,000 boulders is a lot better than a CPU can do.
The other demo was somewhat less impressive, showing particle-based fluid dynamics by displaying a shiny car that had fluid streams "sprayed" on it, like a primitive car wash. The particles could be change to plasma, soap bubbles, water, or whatever, but it honestly didn't look that great. Chalk it up to having programmers make demos, and not having real artists involved. The demo involved 6,000 particles, but again, that's the driver timing issue rearing its ugly head. The fixed driver in a couple months should be able to handle 40-50,000 particles.
At launch, the PPU cards will only handle rigid-body and particle-based fluid dynamics physics calculations. A driver update early in 2006 will enable both soft-body and hair/clothing acceleration as well. The cards will come with a tech demo made in the Unreal Engine 3, created by the team that made Crimson Skies for the Xbox, where the player can run around a hanger crowded with boxes, crates, barrels, and a plane, and absolutely destroy everything. We saw a video of the demo, and it looks neat, but the highlight came when the plane crashed into the hangar and realistically destroyed stacks of crates and boxes in an explosion of interactivity we simply don't see in games.
AGEIA was able to name some software titles that will enjoy physics acceleration, too. Rise of Nations: Rise of Legends from Microsoft, Ghost Recon 3 from UbiSoft, City of Villians from NC Soft, and Atari's Matrix license Path of Neo are some of the highlights they told us about.
We still haven't seen what actual game titles look like when accelerated by the AGEIA PPU—those demos will come later this summer, as the game content and PPU drivers get a little further along. Still, this initial push into hardware accelerated physics seems like a much more solid offering than it did at GDC two months ago. We look forward to seeing it in action, in a real top-tier game, to see if it delivers the gaming revolution AGEIA promises.
azz0r said:I cant see how it can become part of the PC setup unless it was built on the graphics chip.
Iced_Eagle said:What do you mean azz0r? You don't see how this thing can become necessary or something?
Well back in the day before 3D Accelerators, and the first one was introduced, they may have thought the same way, because people thought "the CPU's can do the graphics! We don't need these fancy 3D Accelerators"
Computer5k said:Here's some real0time fluid for yall , open-source too
http://www.ss.iij4u.or.jp/~amada/fluid/
OCybrManO said:It looks like really chunky mercury...
would you want to though.. its not gonna look as realistic as a few polygons with animated waterlike textures on and a few mist type particles at the bottom look.DEATH eVADER said:I was going to say KY Jelly I mean its not like it has no use, you could use it for infinitly flowing water i.e. Water Falls
Neutrino said:Here's the ps3 demo for comparison. Looked much better I thought.
http://media.ps3.ign.com/articles/615/615000/vids_1.html
Who the frot cares if it's not transparent and mapped with a ripply shader
Iced_Eagle said:What do you mean azz0r? You don't see how this thing can become necessary or something?
Well back in the day before 3D Accelerators, and the first one was introduced, they may have thought the same way, because people thought "the CPU's can do the graphics! We don't need these fancy 3D Accelerators"
Only time will tell if the PPU is just as good for gaming as the GPU was... Very soon we should find out
mikeandike22 said:all of ps3's demos were ****ing cg, like killzone 2 that was obviously cg, it prob had like 6 trillion polys in it.
mikeandike22 said:all of ps3's demos were ****ing cg, like killzone 2 that was obviously cg, it prob had like 6 trillion polys in it.
DEATH eVADER said:Now heres a guy who knows what he's talking about. I was thinking the same way, but you put it so delicately
Back to the Bink Video, the water might be more realistic if the property for the liquid was altered for friction and surface tension
jondyfun said:To be fair, even the PS3 demo wasn't that impressive. Once PPUs hit PCs we'll be able to do shit like that no problem. The realtime damage to the ship's sails was sweet tho'