I don't understand what level of physics is bringing the local machine grinding to 1-2fps? Are they fully simulating physical properties (is it concrete?) along with its structural properties like tensile strength so that it breaks under stress and/or lack of support, along with crumbling?
I don't understand what level of physics is bringing the local machine grinding to 1-2fps? Are they fully simulating physical properties (is it concrete?) along with its structural properties like tensile strength so that it breaks under stress and/or lack of support, along with crumbling?
Maybe they are using the CPU for physics.
sleep;
Tens of thousands of objects with mass/shape/material (friction) should not reduce a modern console to single digit frame rates - not unless it's simulating physical reactions at a molecular/sub-atomic level. I recall at the PS4 reveal, they demonstrated Havok simulating 1,000,000 (a million) objects falling around a city scape running mostly on GPU using compute.My understanding of physics is that you can basically spend all of the cycles on it very easily, particularly if we have tens of thousands of objects all colliding with each other at once.
Tens of thousands of objects with mass/shape/material (friction) should not reduce a modern console to single digit frame rates - not unless it's simulating physical reactions at a molecular/sub-atomic level. I recall at the PS4 reveal, they demonstrated Havok simulating 1,000,000 (a million) objects falling around a city scape running mostly on GPU using compute.
Obviously the level of simulation is crucial. Had they showed a suspension bridge collapsing, with weight exceeding the tensile strength of suspension cables, which are stretching, thinning and snapping, that would have been visibly (and understandably) impressive but it's hard to take away what we are looking at in the Microsoft video.
Very true, what it comes down to is with physics simulation you can go nuts and eat cycles all day long for not much gain. Unless MS explicitly tell us what they are simulating all we can say is that their demo seemed to work but of course without the conditions and parameters of that test we basically know no more than we did before the demo.
Yes, and every physics engine does that.Surely they can eliminate most calculations with rough estimates for intersecting bounding volumes (parallelepiped)?
Complexity is very important. Collisions meshes are a gazillion times harder to calculate collisions for (including proper response) than basic geometric colliders. Games typically construct physics around boxes, spheres, and capsules AFAIK for that very reason. The complexity of the simulation could be anything from 30,000 colliding spheres to 300,000 colliding vertices. However, the structure of the fragments looks very geometric to me, so they should be making each chunk out of combined cubes and the like.The object also look irregularly shaped (concave), from what I remember, the complexity of simulating concave objects vs convex objects are vastly different, simplistic implementation uses multiple convex objects to form 1 concave object, that bring the complexity up another order.
Complexity is very important. Collisions meshes are a gazillion times harder to calculate collisions for (including proper response) than basic geometric colliders. Games typically construct physics around boxes, spheres, and capsules AFAIK for that very reason. The complexity of the simulation could be anything from 30,000 colliding spheres to 300,000 colliding vertices.
However, the structure of the fragments looks very geometric to me, so they should be making each chunk out of combined cubes and the like.
Complexity is very important. Collisions meshes are a gazillion times harder to calculate collisions for (including proper response) than basic geometric colliders. Games typically construct physics around boxes, spheres, and capsules AFAIK for that very reason. The complexity of the simulation could be anything from 30,000 colliding spheres to 300,000 colliding vertices. However, the structure of the fragments looks very geometric to me, so they should be making each chunk out of combined cubes and the like.
In the video, there's the chunk count being displayed near 60K.
The chucks are colliding and bouncing off each other, and new ones being created out of collisions.
The object also look irregularly shaped (concave), from what I remember, the complexity of simulating concave objects vs convex objects are vastly different, common implementation uses multiple convex objects to form 1 concave object, that bring the complexity up another order.
They are not particle debris.
The whole purpose of the demo is to show offloading physics onto cloud compute, if one's gonna argue like this is some sort of conspiracy theory...Honestly, with the amount of money that MSR is spending, they can do much much better than that is.
Oddly I don't think the compute power is the issue, how they can compress the transfer the amount of dynamic data over to the client.
Yep. We can take it as read that the physics as implemented is too slow on a single high-end PC, however it was implemented. This isn't a demo of how massive server networks can be faster than a PC. The question is how the data gets from the cloud to the local machine, which MS haven't talked about. Again. They're yet to show a working real-world situation of a console or other machine at home on a broadband network getting such data from the cloud.I basically agree with you but my point is not this is a fake it's that they haven't told us what they are doing.
Yep. We can take it as read that the physics as implemented is too slow on a single high-end PC, however it was implemented. This isn't a demo of how massive server networks can be faster than a PC. The question is how the data gets from the cloud to the local machine, which MS haven't talked about. Again. They're yet to show a working real-world situation of a console or other machine at home on a broadband network getting such data from the cloud.
If they can really do it, they should release a demo and silence the critics. Or better yet, a game that uses cloud for realtime in-game destruction!
We can't really factor this demo into this discussion until we know the network situation.