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> Hardware limits, a little peek at the things to come
pumpkin__
post Aug 26 2008, 01:51 PM
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Hi,

the 2.8.1-docs say: While a scene can contain 64k rigid bodies(if it is not a restricted scene), only 4k bodies, 4k D6 joints, 4k constraints and 8k shapes can be active.

This seems to apply to any hardware scene, so PPU and CUDA. Right?

Are there any plans to unlimit the CUDA-version? Or at least upgrade to 64K active bodies/shapes? And what is the timeframe for this (weeks, months or years)?

Thanks.
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Racoon
post Aug 26 2008, 02:31 PM
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QUOTE
Are there any plans to unlimit the CUDA-version? Or at least upgrade to 64K active bodies/shapes?

Not sure about actor/rigid bodies, but already GPU PhysX can run more then one application in hardware simultaneously (PPU was limited to one) and there is no particles amount restriction for fluid simulation (PPU, afaik, has 32 000 cap)


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pumpkin__
post Aug 27 2008, 11:25 AM
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Well, i need rigid bodies and i need them all in one scene. it's not about games, it's a physics simulation and a powerful GPU should help us a lot. PhysX ist a very nice starting point but the CPU-version just don't cut it if you have > 4K bodies...

Thanks for the reply.
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Quan
post Aug 28 2008, 12:27 PM
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QUOTE (pumpkin__ @ Aug 26 2008, 09:51 PM) *
Hi,

the 2.8.1-docs say: While a scene can contain 64k rigid bodies(if it is not a restricted scene), only 4k bodies, 4k D6 joints, 4k constraints and 8k shapes can be active.

This seems to apply to any hardware scene, so PPU and CUDA. Right?

Are there any plans to unlimit the CUDA-version? Or at least upgrade to 64K active bodies/shapes? And what is the timeframe for this (weeks, months or years)?

Thanks.


Oh, the doc is for PPU, not for GPU CUDA PhysX, since currently RB is done on CPU, no hardware acceleration. It seems that we need to update the doc here to make it clearer. Thanks for pointing this out!
GPU acceleration currently has been implemented for fluids, cloth, and softbody.
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pumpkin__
post Aug 28 2008, 07:53 PM
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Thanks again Quan, you are doing a great job here.

Will RB on CUDA/GPU be available later or is that part staying on the CPU?

Thanks
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Quan
post Aug 29 2008, 02:17 AM
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QUOTE (pumpkin__ @ Aug 29 2008, 03:53 AM) *
Thanks again Quan, you are doing a great job here.

Will RB on CUDA/GPU be available later or is that part staying on the CPU?

Thanks


Yes, we also want to move RB to GPU, but as we're busy with things like 3.0, it's not of high priority now.
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nuun
post Nov 4 2009, 08:24 PM
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QUOTE (Quan @ Aug 28 2008, 06:17 PM) *
Yes, we also want to move RB to GPU, but as we're busy with things like 3.0, it's not of high priority now.


I would like to add our group to the list of people interested in RB hardware acceleration. PhysX seems to have real potential for use in non-gaming non-real time applications and it would be great if nVidia picks up the glove and delivers a version of the SDK more suitable for these applications. Two specific modifications would be the removal of any limitation on active bodies, and the option to render a scene only at specific times.
It need not be a free version by the way.
Thanks,
nuun
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Quan
post Nov 11 2009, 03:53 AM
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QUOTE (nuun @ Nov 5 2009, 04:24 AM) *
I would like to add our group to the list of people interested in RB hardware acceleration. PhysX seems to have real potential for use in non-gaming non-real time applications and it would be great if nVidia picks up the glove and delivers a version of the SDK more suitable for these applications. Two specific modifications would be the removal of any limitation on active bodies, and the option to render a scene only at specific times.
It need not be a free version by the way.
Thanks,
nuun


Hi nuun,

please provide me your contact info, for example email address, I can ask proper guy to get touch with you.

Thanks,
Quan
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nuun
post Nov 11 2009, 03:57 AM
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QUOTE (Quan @ Nov 10 2009, 07:53 PM) *
Hi nuun,

please provide me your contact info, for example email address, I can ask proper guy to get touch with you.

Thanks,
Quan

Thanks you Quan. I would appreciate it.

Naor Movshovitz
Department of Earth and Planetary Science
University of California, Santa Cruz
nmovshov@pmc.ucsc.edu
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