Havok FX brought all we needed to push the realism of Realblast, our procedural destr

WYP

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Havok has announced Havok FX Software for faster better Particle Effects in games.

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Read more on Havok FX here.
 
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Nice, but can't a lot of major game engines e.g. UE4 do all of this anyway? I wonder if this is just a plugin for dodgy bespoke engines.
 
Better yet it's open source so both Nvidia and AMD can benefit from it.
How can you tell based off pictures? That's interesting:p
I guess the developer will have to take the code (c++) and make to either work with open cl or CUDA, because Nvidia's OPENCL performance sucks. So we will end up seeing the thing running on the CPU for developers that are nvidia sided
 
I guess the developer will have to take the code (c++) and make to either work with open cl or CUDA, because Nvidia's OPENCL performance sucks. So we will end up seeing the thing running on the CPU for developers that are nvidia sided

Particle simulation is also common to be done in compute shaders.
 
Particle simulation is also common to be done in compute shaders.

What does that mean in laymen terms?:)
Also I'm going to assume if it's done with the shaders, that means it's performed on the GPU? Since they have better performance with parallel workloads?
 
What does that mean in laymen terms?:)
Also I'm going to assume if it's done with the shaders, that means it's performed on the GPU? Since they have better performance with parallel workloads?

Yes it's a way to use the GPU's many cores to perform some computation in parallel. It works very well if the data computed is then used directly as input into some rasterisation pass because you eliminate uploading to the GPU. I'm not saying Havok FX uses these only as they do have limiting factors but they are great for hundreds of thousands of particles.
 
Yes it's a way to use the GPU's many cores to perform some computation in parallel. It works very well if the data computed is then used directly as input into some rasterisation pass because you eliminate uploading to the GPU. I'm not saying Havok FX uses these only as they do have limiting factors but they are great for hundreds of thousands of particles.

Limiting factors but are good for hundreds of thousands of particles? That doesn't sound like it is limiting to me lol^_^
 
Limiting factors but are good for hundreds of thousands of particles? That doesn't sound like it is limiting to me lol^_^

You can rarely afford to have your entire physics scene on the GPU so in like UE4 you are restricted to scene depth collision only for GPU particles.
 
You can rarely afford to have your entire physics scene on the GPU so in like UE4 you are restricted to scene depth collision only for GPU particles.

So basically it's only rendering for the current scenes depth? I take it Frame and Scene are interchangeable?
 
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