FluidMark 1.3.0: GPU PhysX Fluids with more than 700K SPH Particles (GPU Tool, Updated)
FluidMark 1.3.1 DOWNLOAD
FluidMark 1.3.0 release highlights
The new version of FluidMark is available. This new version 1.3.0 fixes an important bug related to GPU memory allocation and now you can set a massive number of particles in GPU PhysX: more than 700’000. Actually the maximum number of particles is around 779’000 (PhysX hardware limitation and / or PhysX driver…). But this is not really important because you have to have a very high end system to run 700K SPH particles (GPU or CPU).
700’000 PhysX particles on a GTX 480
600’000 PhysX particles on a GTX 480
Another important change concerns the scoring system. Now, the global score is the sum of PhysX score and 3D score. This simple sum clearly shows the gain brought by a dedicated PhysX GPU.
Here are two scores with the following settings: 120’000 particles, 7 emitters, 1920×1080 fullscreen, PostFX enabled, Async mode ON:
- GTX 480 for PhysX and 3D – Global score: 548 points, PhysX score: 138 points (23 SPS avg), GraphX score: 409 points (67 AVG avg)
- GTX 480 for 3D and GT 240 for PhysX – Global score: 623 points, PhysX score: 57 points (9 SPS avg), GraphX score: 566 points (93 AVG avg)
As you can see, the GT 240 brings a non negligible contribution in the global score.
The scores page is available here: FluidMark 1.3.x Scores Page.
I also added an additional graphics load with the More graphics load checkbox. When enabled, this adds a pure pixel shader load on the GPU by rendering a quad on the top-right corner:
The additional graphics load in the top-righ corner.
I took this pixel shader from iq’s Shader Toy, a great webapp for testing WebGL shaders. Shader credits:
‘Nautilus’ by Weyland Yutani (reworked by iq) (2010)
A 1 kilobyte demo from the demoscene, using raymarching and screen space ambient occlusion.
What is FluidMark?
FluidMark is a fluid simulation benchmark based on NVIDIA PhysX engine. The fluid simulation uses the SPH or Smoothed Particle Hydrodynamics method where interparticle forces are considered (SPH requires more CPU or GPU horsepower!). FluidMark support both CPU and GPU PhysX and in CPU mode, multi-core CPUs are supported (see HERE).
FluidMark 1.3.1 changelog
- Bugfix: online submission didn’t work properly when the nickname field was filled.
- Change: now Win32 Setup installs two shortcuts: FluidMark.exe (single GPU) and etqw.exe (SLI / CrossFire).
FluidMark 1.3.0 changelog
- New: scoring system change. Now the global score is the sum of PhysX score and GraphX (3D rendering) score. The global score is more appropriate to reflect the gain brought by a dedicated PhysX card.
- New: added a new option to increase the graphics workload ([More graphics load] checkbox).
- Bugfix: fixed GPU memory allocation. Now you can run more than 700’000 SPH particles.
- Change: online submission improved.
- Change: updated GPU monitoring code with latest version of ZoomGPU (1.5.11)
- Change: removed [Heavy PhysX mode] and [Use particle count] checkboxes.