New PhysX FleX features

Discussion in 'Videocards - Intel ARC & ARC Driver section' started by Spets, Dec 10, 2014.

  1. teloma

    teloma Guest

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    /watch?v=bpd9oOBOv98

    it already uses nearly the same physics, works on AMD too and it is deterministic so it has multiplayer
     
  2. Noisiv

    Noisiv Ancient Guru

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    need Flex for AMD in Killing Floor 2 :(
     
  3. Spets

    Spets Guest

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    Hopefully they'll continue working on the DirectCompute version of FLEX, my only issue with that is there's currently no method in place to offload their DC features to another card (e.g. HairWorks).
     
  4. Sizzor

    Sizzor Guest

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    Looks pretty good and watch my GPU melt. :infinity:
     

  5. Forkinator

    Forkinator Member

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    So no games use this tech yet? Not even witcher 3?
     
  6. applejack

    applejack Master Guru

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    at least Killing Floor 2 uses Flex.


    latest version now also supports DX11/12, meaning it will run on AMD / Intel GPUs as well.

    download stripped demo package:
    http://www.mediafire.com/file/4a3yauo8cr83fp6/FLEX-1.1.0.7z

    I've noticed a nice performance improvement going to the DX11 version...

    "Bunny Bath Dam" scene, filled to 79,230 particles, fullscreen 1920x1080:

    v1.0.0 cuda/ogl: 53fps
    v1.1.0 cuda/ogl: 58.5fps
    v1.1.0 dx11: 71.5fps

    Didn't test DX12 as I'm on Win7.
     
    Last edited: Mar 18, 2017
  7. insp1re

    insp1re Guest

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    curiosity, what would be minimum gpu to use as a physx card for this for decent performance.
     
  8. -Tj-

    -Tj- Ancient Guru

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    ^
    Depends, when I had 780 it could handle physx ok on its own.
    I didnt have KF2 yet only beta, and it was ok with gibs, blood was too much. Or now with 980ti it can be a lot too.. sometimes even low gpu usage and typical physx bottleneck, but i think it could be connected to config.ini - allocate more memory to it..

    Ideal combo would be gtx 780 + 750 or 950



    @applejack
    That fps boost looks very good, can those files be used in KillingFloor 2? I was thinking to overwrite new flex.dll files
     
    Last edited: Mar 18, 2017
  9. CPC_RedDawn

    CPC_RedDawn Ancient Guru

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    hmmmmm....

    interesting....
     
  10. -Tj-

    -Tj- Ancient Guru

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    in process :nerd:

    So far it didn't start with D3D files (I renamed them to KF2 specific)

    [​IMG]

    not sure if its files or not im verifying the game atm, then I'll try cuda files.



    EDIT: nah it doesn't work.. :(
    It replaced original 1.0.1 by verifying it, both d3d and cuda fail to start.
     
    Last edited: Mar 18, 2017

  11. Noisiv

    Noisiv Ancient Guru

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    Flex still greyed-out in KF2 menu
    God damnit

    Flex demo running fine
     
  12. applejack

    applejack Master Guru

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    here is a stripped demo package of Flow 1.0.0:

    http://www.mediafire.com/file/d7rq20545kad2ul/Flow-1.0.0.7z

    I wonder why they separate the smoke stuff from Flex.
    hopefully they can easily interact with each other as shown back then in a single demo (video clip).
     
    Last edited: Apr 24, 2017
  13. Spets

    Spets Guest

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    Flex 1.2.0 beta on Github

    - New API to retrieve particle neighbor information, see NvFlexGetNeighbors()
    - New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase
    - New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids()
    - New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option
    - New API to allow sub-range particle buffer updates, see NvFlexCopyDesc
    - New API for asynchronous compute, see NvFlexInitDesc
    - Fix for unnecessary synchronization when calling NvFlexMap() on a device buffer
    - Fix numerical precision for shape-matching constraints with large coordinates
    - Fix for uninitialized contact indices returned from NvFlexGetContacts() if NvFlexUpdateSolver() has not been called
    - Fix for SDF collision in D3D12
    - Fix for D3D warning when using NvFlexSetRigids()
    - Add D3D12 rendering support to the demo
    - Add support for device NvFlexBuffers on D3D
    - Enable NvToolkit profiling zones so to provide annotations in NSight profiles by default

    https://github.com/NVIDIAGameWorks/FleX
     
  14. Noisiv

    Noisiv Ancient Guru

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    Yup... new patch, still greyed out :cussing:
     

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