TC Partiticles - Millions of GPU particles

Moved to new forum topic!

OMG.

Wow.

Impressive.

Nice. Someone had to come up with this sooner or later.

Wow, thanks! :slight_smile: Awesome

I’ve decided to screw webplayer for now, and just add a demo. You can download it in the link in the OP (or, here)

I’d love to hear how performance is for you!

Running on an AMD 6950 here. Performance is excellent with no framedrops or stutters at all. Amazing work! The third scene made me dizzy, though, haha!

Well, an AMD 6950, no shit :smile: Nice gfx card! That could handle even way more than this I this I think (meaning, more dizziness!)

Only one of the scenes seems to be working for me (the second one). That scene runs perfectly on a Nvidia Geforce GT 555m with 3 GB graphics. The other two scenes however, just come up with a blank screen. None of these scenes work with an Intel HD GPU (but that is to be expected).

Awww, darn. Will investigate this, thank you for testing. Good to see some notebook cards on this as well. Funny that the second scene works, that’s actually the most complex scene in terms of what needs to be done on the shader haha.

A ‘blank’ screen, is that completely white? Or completely black?

Does not work very well here at all : /
GeForce GTX 460

Scene1

Scene2

Scene3
Just black

I see, it seems that the random numbers aren’t transfered properly. Hmmm, Thanks this really helps!

One last question, do particles still react to forces in the first scene? (just left click, see if they move)

Thanks!

Yes, they do : )

Awesome, then I just need to fix the random numbers generator. (although collisions seem a bit off to?)
It seems only -1 and 1 get picked, nothing in between on nVidia cards. Weird, the random numbers are just streamed from the CPU.

You don’t necessarily need DX11 to do something like this btw … it makes it easier because it gives you geometry shaders or whatever but there were already several million particle systems out there using pretty standard Shader Model 3 type stuff.

Geometry shaders are also in DX10 actually. But I don’t even use those, that’s not the problem. DX11 introduces Compute Shaders. Compute shaders offer enough flexibility to actually create a good particle system. If you have a fixed amount of particles reacting to some fixed force, you could use a somehwat lower tech approach.

However, I will need to investigate in this area. It’s not that much reliant on compute shaders. The main problem would be to update an arbitrary amount of particles.

A video please. I have a…DX10 Graphic card. :slight_smile:

Ah sure! But I want to have a bit more final demo though, This doesn’t really do much yet.

Also, I’ve made a minor fix. This might solve the nVidia problem. I know for a fact it was wrong but ATI cards seem to just ignore that. If someone could test that would be awesome!

+1 on a video. Or maybe a mac demo. I was able to open the file on mac with Wine, couldn’t see any particles :confused:

Cheers

It is completely black.