I could use a repeating grid for infinite playspace but it is not necessary for my game and having the particles in a fixed grid will be useful for future physics additions.Īssuming the fluid is not compressed, internal particles interact with about 55 others per iteration consistently.Īll the particle calculations and data manipulation runs entirely on the GPU. Increasing play space also slightly increases comp time due to counting sort and it massively increases VRAM usage. Ignoring overhead, rendering and counting sort, computational time is O(N) for all particle stuff and interactions (well apart from one). There is no limit to the amount of particles apart from VRAM and size. Responding to comments on Reddit about the earlier Chroma Lab teasers, Tann explains a bit more about the simulation and its limitations: A video from the developer, which shows the Chroma Lab physics engine at an earlier stage of development, shows 400,000 particles simulated at 60Hz: Without imposing the high fidelity rendering bar required for VR, Tann says the physics engine written for Chroma Lab is capable of simulating 1.6 million particles at 60Hz on an AMD R9 290 (a four year old GPU) today’s high-end cards would presumably be able to push that much further.
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