They mention simulating fire and smoke for games, and doing fluid simulations on the GPU. Something I’ve never understood, if these effects are to run in a game, isn’t the GPU already busy? It seems like running a CFD problem and rendering at the same time is a lot. Can this stuff run on an iGPU while the dGPU is doing more rendering-related tasks? Or are iGPUs just too weak, better to fall all the way down to the CP…
> Something I’ve never understood, if these effects are to run in a game, isn’t the GPU already busy? Short answer: No, it's not "already busy". GPU's are so powerful now that you can do physics, fancy render passes, fluid sims, "Game AI" unit pathing, and more, at 100+ FPS. Long answer: You have a "frame budget" which is the amount of time between rendering the super fast "slide show" of frames at 60+ FPS. This give…
1. still far from properly utilizing modern graphics APIs as is. Some of the largest studios are close but knowledge is tight lipped in the industry.
2. even when those top studios can/do, they choose to focus more of the budget on higher render resolution over adding more logic or simulation. Makes for superficially better looking games to help sell.
3. and of course there are other expensive factors right now with more attention like Ray traced lighting which can only be optimized so much on current hardware.
I'd really love to see what the AA or maybe even indie market can do with such techniques one day. I don't have much faith that AAA studios will ever prioritize simulation.