Hey all,
I got myself a bfg ppu the other day so that I could essentially enter the hardware compo, and I had hoped to use some fluids in my game idea to help spice it up and make it look better, however when I ran the very basic fluids demo(fluid blob) I get around 40fps, and when I use asyncronus updating I get around 48fps, and the other fluid demo with the barrels(slime) I get around 38-42 fps, now I dont think its my hardware that is the issue, as I have 2gigs ram, 2x 7800gtx, x2 4400+, those results are without sli, as I assume most people would have a single gpu setup and with sli I get prettymuch identical results.
Also, my pc was recently reformatted like 2-3days ago, and from a fresh reboot, without any other processor intensive apps running, I have the latest windows updates, latest drivers for my gpu/ppu, and the app is running in the default 640x480? window.
And I have a little theory why it's slow, could it be due to the ppu having to update the gpu mesh data? cause on something as potentially highpoly as a fluid mesh would be a slight drain when updating it in realtime, cause at the current state they arent really useable due to the slowdown, So I was wondering if its just my pc, or the implementation into dp wasnt as optimized as in other engines, and/or if there were any plans on speeding it up, cause for now it looks like I will have to dump tonnes of colliding particles to make up for it :p.
Hallowed are the ori.