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PhysX FluidMark 1.2 ready for download

with 10 comments

New version of PhysX FluidMark, benchmarking and testing aplication for GPU PhysX systems, was finally released to public.

  • New: added support of multi-core CPUs (PhysX simulation is spread over several threads). New checkboxes are also available to control this feature.
  • New: added a checkbox to set the number of particles.
  • New: added a checkbox to force CPU PhysX.
  • New: added Heavy PhysX mode: to make modern systems with GPU PhysX happy
  • New: added point sprite based rendering for particles (keys F2, F3 and F4).
  • New: added keyboard-based camera control in stability test mode.
  • Change: compiled with NVIDIA PhysX SDK 2.8.3.21.
  • Change: updated with the latest version of ZoomGPU for graphics hardware detection.

Update: limitations of GPU PhysX simulation

Update #2: Async mode details

Update #3: FluidMark 1.2.2. available

We’ve already did more or less detailed features overview in our FluidMark 1.2 Beta preview article (in addition, more technical details are available from original post), so this time we will just point on certain changes in release version in comparison to beta one.

Main window haven’t underwent much changes..  (click to view full picture)

.. while benchmarking process was improved, to achieve results standardization. Every benchmarking sequence now starts with so called “Warming-Up” state, to ensure that all particles are emitted on the scene. In addition, default settings are now set to 60 000 particles and one minute timed run.

Moreover, new FluidMark 1.2 is now officially approved by Nvidia. According to JeGX, FluidMark developer, NV engineers have helped with bug fixing and overall optimizations, but have not influenced development process in order to give an advantage to GeForce GPUs or penalize CPUs.

And, of course, some tests (Note: since we are using different settings now, and other internal changes in FluidMark, these results can not be directly compared with our previous benchmarks)

System: C2Q 9400 @ 2.66 GHz CPU, Nvidia GTX 275 + GTX 260 (192 sp) GPUs, 4GB RAM, Win XP, PhysX System Software 9.09.1112. Default settings, # of emitters = 3.

In final version of FluidMark multi-core PhysX checkbox is related only to PhysX SDK simulation part, while main app (GUI) and rendering threads are separated all the time – thus  it almost does not affect GPU PhysX mode, like in Beta version.

As for much higher difference between GPU PhysX and multi-core CPU PhysX – it seems that beta version contains a bug, that results in abnormal low score for PhysX on single GPU (in general, it should be much closer to dedicated PhysX GPU).

Sum: Good old FluidMark, but now with true multi-core CPU PhysX support and enhanced benchmarking procedure. One of the best GPU PhysX testing tools becomes even better.

You can download PhysX FluidMark 1.2 from here (2.5 mb)

P.S. Thanks to Jerome “JeGX” Guinot for Release Candidate version of FluidMark, provided beforehand.

Written by Zogrim

May 21st, 2010 at 5:59 pm

Posted in PhysX Tools

Tagged with , ,

10 Responses to 'PhysX FluidMark 1.2 ready for download'

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  1. Great news and great job, JeGX!

    However, i think there is a bug when you try to use many emitters in GPU mode. When i set it to 9, 10 or 11 – all particles dissapear after a few seconds. 8 or less is fine, 12 or more – no particles at all. Everything is working in CPU mode though.

    I’m not sure if it is a real bug, but i can’t see any way it would be another trick from nvidia drivers. Because the particles won’t appear again until i restart the whole application, also i didn’t see anything like this anywhere – no reverse gravity, the particles just dissapear.
    Can anyone confirm this? Perhaps it would be same even for nvidia users…

    BTW, for me the most amazing thing in this version is Async mode. It shows that it is possible to make CPU-PhysX to not affect the gameplay framerate. I remember there is such a possibility in CryEngine2 – to skip physics frames whenever its framerate is lower than a render framerate.
    But of course, we won’t see it in any PhysX game, just like a proper multi-core support, duh.

      

    GenL

    21 May 10 at 11:05 pm

  2. GenL

    Yeah you’re right that the particles do disappear once you unlock the emitters and go above 7 or 8.

    I’m having an issue that no matter if I use 1 emitter or 7 I get the same scores. Go figure that one out. This happens no matter what resolution I run it at also. Even weirder! And hardware PhysX is working.

    It’s not just with FluidMark that this happens, it happens with FurMark also! It’s very annoying!

      

    xDee xDee

    22 May 10 at 8:18 am

  3. Works with my Phenom II X6 1090T! Could have been a good contender with Cryengines physics. And could have been used in many games in multi core CPU mode.

    Best thing about it is that it uses all 6 of my cores.
    Too bad I don’t think developers would include multicore support for their PhysX implementations in games.

      

    ContainForum

    22 May 10 at 7:54 pm

  4. GenL said:
    “BTW, for me the most amazing thing in this version is Async mode. It shows that it is possible to make CPU-PhysX to not affect the gameplay framerate”

    while Async mode does not affect rendering framerate, CPU processing does slow down the physx simulation/animation itself, thus changing the gameplay experience and physics authenticity.

    I assume you could make it skip some “physx frames processing” in order to match the speed of rendering, but then again things can get worse as precision greatly decreases, hurting gameplay eventually.

      

    applejack

    22 May 10 at 8:36 pm

  5. when I wrote “…skip physx frames in order to match the speed of rendering…” I was referring to “the speed of GAMEPLAY…”

      

    applejack

    22 May 10 at 8:43 pm

  6. applejack
    And knowing the fact that most PhysX stuff is just an “eyecandy” which does not affect the gameplay, that would be far better than syncing every render frame with every physic frame, imo.

    Anybody else can confirm the dessapearing issue in Hardware mode?

      

    GenL

    22 May 10 at 10:54 pm

  7. Anybody else can confirm the dessapearing issue in Hardware mode?
    Yep, same happens with me

      

    Zogrim

    22 May 10 at 11:30 pm

  8. Hybrid PhysX or just regular?

    I still havn’t got a replacement for my 5870 so I’m stuck with 8800GT. :(

      

    ContainForum

    23 May 10 at 12:07 pm

  9. I just wrote a short post about the problems we encounter in hardware PhysX mode. I hope to find a solution soon…

      

    JeGX

    24 May 10 at 2:31 pm

  10. JeGX
    Thanks) Don’t forget to send that to PhysX dev. engineers

      

    Zogrim

    24 May 10 at 2:58 pm


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