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Help  Obi Fluid lagging severely on high end workstation
#1
Hi,

We have just bought Obi Fluid to get fluid simulations similar to this -

https://www.youtube.com/watch?v=xf_BN5K0pd8

We want bubbles generated inside the water as well as it flows. We are also okay with just 2D fluid flow in case this can't be achieved in 3D or will be too heavy. The bubble sizes may also be dynamically be changed in the water by a slider. (For example, annular fluid flow). The attached picture shows the kind of flows we need. Can such continuous dynamic flow be achieved with this asset?

Our workstations each have 2 Intel Xeon CPUs and Quadro P5000 GPUs and have enough power to simulate fluid on small scale.

But when we try to use Obi Fluid on our high end workstations, it lags abnormally (5-7 FPS). The asset seems to use only one thread and doesn't seem to be optimized enough to utilize the Quadro GPUs.


Please help.


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#2
(13-12-2018, 02:55 PM)arrnav96 Wrote: Hi,

We have just bought Obi Fluid to get fluid simulations similar to this -

https://www.youtube.com/watch?v=xf_BN5K0pd8

We want bubbles generated inside the water as well as it flows. We are also okay with just 2D fluid flow in case this can't be achieved in 3D or will be too heavy. The bubble sizes may also be dynamically be changed in the water by a slider. (For example, annular fluid flow). The attached picture shows the kind of flows we need. Can such continuous dynamic flow be achieved with this asset?

Our workstations each have 2 Intel Xeon CPUs and Quadro P5000 GPUs and have enough power to simulate fluid on small scale.

But when we try to use Obi Fluid on our high end workstations, it lags abnormally (5-7 FPS). The asset seems to use only one thread and doesn't seem to be optimized enough to utilize the Quadro GPUs.


Please help.

Hi,

If you're trying to get something similar to what is shown in that video, but in realtime, I must tell you that it is *extremely* far from being possible with your setup.

First, to simulate bubbles accurately you need to use two fluid phases -one for water, another one for air-. This means you'll need particles filling the entire simulation volume, regardless of the presence/absence of water. This alone makes the cost of the simulation skyrocket.

Also, Obi is fully CPU-based so it will not use your Quadro GPUs *at all*.

All cores in one of your CPUs will be used, but even then it's only possible to simulate around 10000 particles in realtime in a 8-core CPU which is much, much less than you'd need for your use case. This is a game-oriented fluid simulator, and is not designed (nor intended) to be used for industrial level CFD, so I'd strongly advise to get the right tool for the job: XFlow, Fluent, or a similar software.
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