Monday, April 24th 2017
NVIDIA Demonstrates GameWorks Flow Tech Under DirectX 12
NVIDIA Flow, was previously announced by the company in 2016's GDC as the new GameWorks implementation for combustible fluid, fire and smoke simulation (superseding NVIDIA's Turbulence and FlameWorks.) It makes use of an adaptive sparse voxel grid for maximum flexibility with the least memory impact, being optimized for use of Volume Tiled Resources when available. With this technology being implemented on the Unreal Engine 4 soon, the company is now looking to increase developer awareness of the tool by showcasing its capabilities.
In the video below, the company is showing off its DirectX 12 implementation of the technology, which showcases gas combustion that results into real-time simulation of fire and smoke in the air.
Source:
Developer.Nvidia.com
In the video below, the company is showing off its DirectX 12 implementation of the technology, which showcases gas combustion that results into real-time simulation of fire and smoke in the air.
25 Comments on NVIDIA Demonstrates GameWorks Flow Tech Under DirectX 12
:)
Fire in videogames atleast its a problem for the player in 99% of the cases and also scripted in 99% of the cases.
You cant have fire taking over a level as that would make it un-winnable and if that would be the mission, get away from the fire, you would not be looking at it.
So when its all controlled anyway, who cares about this sorta physics based real time generation for fire and smoke etc.
For example, the tracking of players exiting smoke grenades as the smoke would be dragged out of the "cluster" with player motion, so you could see from a smoke where player went from it.
Fire from molotov would spill out more realistically, especially when it's not on a flat surface, like for example rolling it down the stairs, cretaing a moving fire wall. Or spilling it across the edge of platform which is something you just can't even do today with primitive contact calculations.
Then again, CPU physics could be used way more even to such extent, but no one even bothers doing it. Why not, I have no clue.
And being DX12 it should allow for an even playing field unless Nvidia locks it to CPU only as they have done in the past, then users hack it and show it works as well on other hardware, then Nvidia locks it further and it causes issues on the three games it actually is used on and.....
Well.... Batman.
proprietary "garbage" actually gets improved...
You can create your own branch, but go try to slash n hack code in any project (I'm not even mentioning major projects). It's about what happens when that non-eternal development ends.
And, as we have seen multiple times, effort is not lost, others can and, if there is interest, likely will, take over and continue the halted project.
The key about OS is openness. It can't disappear in principle.
Oh, and greedy m*ther**ckers are rather limited in misusing it for vendor locking the users.