Nvidia creates new Cataclysm Liquid Solver for the Unreal Engine 4

It's pretty good i'd say, but seems a little to exaggerated imo. If the goal was for more of a simulation, the water should have taken the buildings down or at least gone though them and out windows, etc. Then that would be freaking impressive.
That said, as it stands, it would still work pretty well with games and probably suits it perfectly.
 
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It's pretty good i'd say, but seems a little to exaggerated imo. If the goak was for more of a simulation, the water should have taken the buildings down or at least gone though them and out windows, etc. Then that would be freaking impressive.
That said, as it stands, it would still work pretty well with games and probably suits it perfectly.

Indeed, but remember it's just announced so to make it a bit simpler or to release it faster they used big vertical blocks to simulate buildings, maybe on later information Nvidia will share something with real, functional buildings.

PD: is it me or the water looks more like blue oil than actual water?
 
It's pretty good i'd say, but seems a little to exaggerated imo. If the goak was for more of a simulation, the water should have taken the buildings down or at least gone though them and out windows, etc. Then that would be freaking impressive.
That said, as it stands, it would still work pretty well with games and probably suits it perfectly.
The idea is to simulate liquid created with particles and how they react to solid objects, I know from past experience using Blender Cycles and the fluid dynamics rendering that it takes an absolute age to render a 1,000,000 particle scene anything upto 24 hours, for nVidia to pull this off in real time is impressive. The only thing I'd really like to know is what spec system they used, the mathematics involved in this task even with an engine as good as UE4 is rediculous.
 
The idea is to simulate liquid created with particles and how they react to solid objects, I know from past experience using Blender Cycles and the fluid dynamics rendering that it takes an absolute age to render a 1,000,000 particle scene anything upto 24 hours, for nVidia to pull this off in real time is impressive. The only thing I'd really like to know is what spec system they used, the mathematics involved in this task even with an engine as good as UE4 is rediculous.

Sony and Havok did this on a PS4, a million particle scene. No it wasn't water but it's still impressive for ps hardware. You should expect PC hardware to perform better as it is here, it's about time tbh. Software needs to catch up to hardware, as we already have photorealistic capabilties in real time with modern GPUs. Which is equally as impressive.
 
Sony and Havok did this on a PS4, a million particle scene. No it wasn't water but it's still impressive for ps hardware. You should expect PC hardware to perform better as it is here, it's about time tbh. Software needs to catch up to hardware, as we already have photorealistic capabilties in real time with modern GPUs. Which is equally as impressive.

Sony did fluids on PS3, though I can't remember the particle counts.

PhysX cards were monsters at this and only ever got about 50% efficient because of the software side of it, pretty sure they were better at it than an actual GPU is now. nvidia's implementation is good, but it's still not as efficient at it as the dedicated physx chips were.
 
This looks really goofy to me. It reminds me of ragdoll physics, which has always been somewhat of a comic relief to me.
 
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