Page is basically unusable on my Intel MBP, and still a beastly consumer on my AS Mac. I presume simulations are happening somewhere on the page, but it would be a good idea to make them toggled. Ideally via user interaction, but if one insists on auto-play when scrolled into the viewport.
Simulating fluids, fire, and smoke in real-time
51–60 of 174 posts
Re: Simulating fluids, fire, and smoke in real-time
#52Re: Simulating fluids, fire, and smoke in real-time
#53Page is basically unusable on my Intel MBP, and still a beastly consumer on my AS Mac. I presume simulations are happening somewhere on the page, but it would be a good idea to make them toggled. Ideally via user interaction, but if one insists on auto-play when scrolled into the viewport.
Re: Simulating fluids, fire, and smoke in real-time
#54Earlier quoted context omitted.
Many computers already have 2 GPUs, one integrated into the CPU die, and one external (and typically enormously more powerful). To my knowledge though it's very rare for software to take advantage of this.
In high performance scenarios, the GPU is running full blast while the CPU is running at full blast just feeding data and pre-process work to the GPU. The GPU is the steam engine hurtling forward, the CPU is just the person shoveling coal into the furnace. Using the integrated GPU heats up the main die where the CPU is because they live together on the same chip. The die heats up, CPU thermal throttles, CPU stops eff…
Assuming cooling really is inadequate for running both the CPU cores and the integrated GPU: for GPU-friendly workloads (i.e. no GPU-unfriendly preprocessing operations for the CPU) it would surely make more sense to use the integrated GPU rather than spend the thermal budget having the CPU cores do that work.
Re: Simulating fluids, fire, and smoke in real-time
#55Page is basically unusable on my Intel MBP, and still a beastly consumer on my AS Mac. I presume simulations are happening somewhere on the page, but it would be a good idea to make them toggled. Ideally via user interaction, but if one insists on auto-play when scrolled into the viewport.
Re: Simulating fluids, fire, and smoke in real-time
#56For a key scene like the balrog, you will probably never decide for simulation and go for full control on every frame instead.
To stay in the tolkien fantasy example, a landscape scene with a nice river, doing a lot of bends, some rocks inside, the occasional happy fish jumping out of water - that would suit a simulation much better.
Re: Simulating fluids, fire, and smoke in real-time
#57Page is basically unusable on my Intel MBP, and still a beastly consumer on my AS Mac. I presume simulations are happening somewhere on the page, but it would be a good idea to make them toggled. Ideally via user interaction, but if one insists on auto-play when scrolled into the viewport.
Re: Simulating fluids, fire, and smoke in real-time
#58Page is basically unusable on my Intel MBP, and still a beastly consumer on my AS Mac. I presume simulations are happening somewhere on the page, but it would be a good idea to make them toggled. Ideally via user interaction, but if one insists on auto-play when scrolled into the viewport.
Same thing on a modern flagship smartphone.
Re: Simulating fluids, fire, and smoke in real-time
#59While not the main point of the article, the introductory premise is a bit off IMO. When you choose simulation, you trade artistic control for painful negotiation via an (often overwhelming) amount of controls. For a key scene like the balrog, you will probably never decide for simulation and go for full control on every frame instead. To stay in the tolkien fantasy example, a landscape scene with a nice river, doing…
But I agree with you. You'd ideally reserve key moments for full control and leave simulation for the background polish (assuming your work isn't bound by a physically realistic world).