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Videocards vs General Purpose - NVIDIA Ageia PhysX, GPGPU etc. In this section you can discuss general purpose application that run over your GPU, like transcoding, Physics simulation etc.



 
 
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applejack
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Default 03-18-2017, 16:48 | posts: 574 | Location: Israel

Quote:
Originally Posted by Forkinator View Post
So no games use this tech yet? Not even witcher 3?
at least Killing Floor 2 uses Flex.


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

Quote:
1.1.0
-----

- New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX
- Add support for DirectX, in addition to CUDA there is now a cross platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against
- Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration
- Add support to querying compute device, see NvFlexGetDeviceName()
- Add support for flushing compute queue, see NvFlexFlush()
- Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device
- Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos
- Add support for CUDA 8.0.44
- Remove NvFlexError enum, errors will be reported through the NvFlexErrorCallback passed to NvFlexInit()
- Remove NvFlexMemory enum, users should use the new NvFlexBufferType
- Fix bug in inflatable constraint solver that could cause some shapes to generate NaNs
- Fix for SDF contact generation when the particle lies completely outside volume, fixes a problem with ghost contacts
- Fix for friction being incorrectly applied on trigger shapes
- Fix for multi-phase fluid cohesion not working correctly, re-enable Rayleigh-Taylor instability test
- Fix bug with public projects that referenced internal CUDA paths
- Fix for calling NvFlexSetInflatables() with a count of zero
- Fix for buoyancy parameter
- Fix for bug in BVH builder that could cause missed collisions
- New optional NvFlexDevice library for handling GPU selection and initialization in CUDA
- New buffer based API, all data must now be passed to Flex through FlexBuffers created through NvFlexAllocBuffer()
- New stable shape matching code for more robust and efficient soft bodies, removes need for NvFlexParams::inertiaBias
- New collision shape API supports instancing of convex meshes and a much simplified API, see NvFlexSetShapes()
- Improvements to collision detection for moving shapes, Flex will now perform a CCD check also taking into account the shape trajectory using the prev/current transforms of each shape
download stripped demo package:
http://www.mediafire.com/file/4a3yau.../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 by applejack; 03-18-2017 at 16:52.
   
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