where should I look for the phoenix log?
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The log file has been sent to support (ticket number 158-855-9382) . For some reason the forum were rejecting the attachment.
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Originally posted by cb LLC View PostHi Svetlin,
here it is. We have 5 phoenix grid in the scene I guess they all go to one log?Svetlin Nikolov, Ex Phoenix team lead
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Originally posted by urbanite View PostThe log file has been sent to support (ticket number 158-855-9382) . For some reason the forum were rejecting the attachment.
Would be interesting to know how larger simulations performs on your machines, e.g. 50M voxels or more. There would also be differences in scaling between FLIP and grid simulations. Will run some tests on machines here in the office as well.
Thanks very much guys!Svetlin Nikolov, Ex Phoenix team lead
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cb LLC , I run your 'cpu 50 max.max' scene here and my CPU was at at about 90%. From your video I see that your bus speed is 100MHz, just like mine, so my current guess is that the CPU is starving for data and cannot get fluid grid data quickly enough in order to start processing it.
My log file says that in this particular scene it's again the conservation step that takes by far the longest time, which is using the Buffered method as well, so it's really interesting how the other conservation methods perform both your machines. Can you guys try changing to a PCG and Direct Symmetric and share logs or observation if there is any visible difference in CPU load?Svetlin Nikolov, Ex Phoenix team lead
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I have send phoenix log sent (support ticket no. 158-855-9382). One of the presets (fd_fire) with over 100 millions cells. The use of cpu were much better but not consistent, but the reason of that was explain in your previous post. I am not sure where to find the option to switch the buffer off but as I said need to spend more time with Phoenix.
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Thanks a lot for the logs.
You can change the conservation type in the Dynamics rollout of the simulator. Here is a bit more info on that - https://docs.chaosgroup.com/display/...s-Conservation
Cheers,Georgi Zhekov
Phoenix Product Manager
Chaos
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here is my log with buffered, it stayed at 90 I guess because we used wetmap to put out fire
it is still slow around 1.6 mil vov where liquid is calculated at 40 mil
I will send PCG soon it is usually fast. But then the manual said used buffered for fire. Is PCG good enough for building flames?
PCG stays at 2.6 mil per second
It would be nice if phoenix 4 could get a new faster fire systemAttached FilesLast edited by cb LLC; 11-10-2019, 06:38 AM.
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Originally posted by Svetlin.Nikolov View Postcb LLC , I run your 'cpu 50 max.max' scene here and my CPU was at at about 90%. From your video I see that your bus speed is 100MHz, just like mine, so my current guess is that the CPU is starving for data and cannot get fluid grid data quickly enough in order to start processing it.
My log file says that in this particular scene it's again the conservation step that takes by far the longest time, which is using the Buffered method as well, so it's really interesting how the other conservation methods perform both your machines. Can you guys try changing to a PCG and Direct Symmetric and share logs or observation if there is any visible difference in CPU load?
Hi,
Can improve bus speed?
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Originally posted by Svetlin.Nikolov View Postcb LLC , I run your 'cpu 50 max.max' scene here and my CPU was at at about 90%. From your video I see that your bus speed is 100MHz, just like mine, so my current guess is that the CPU is starving for data and cannot get fluid grid data quickly enough in order to start processing it.
My log file says that in this particular scene it's again the conservation step that takes by far the longest time, which is using the Buffered method as well, so it's really interesting how the other conservation methods perform both your machines. Can you guys try changing to a PCG and Direct Symmetric and share logs or observation if there is any visible difference in CPU load?
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Ah, there is some problem with email notifications, I didn't get any updates for this thread, sorry!
So regarding Buffered speed - we have a few hundred test scenes here, some of which have been around for 4 years or so, and we are monitoring if there is any speed degradation for any of them. Do you have the scene setup that you used before? Was is the same hardware, same version of Max, and only different Phoenix version?
It's also very important to underline that voxel/sec for FLIP sims is quite a vague measurement - FLIP sim speed is mostly governed by the number and type of FLIP particles used, and the voxel grid resolution has some effect, but it's much less important than the particle number. The more empty space you have in a FLIP sim, the higher the vox/sec number would be, but this is not the correct way to look at it. Fire/smoke sims using a pure grid solver need to calculate the velocity in each voxel, no matter if its occupied by a visible channel or not, while liquid sims can compromise with accuracy and while Air Effects are disabled, only the velocity around liquid particles needs to be calculated.
Also, please note that voxels/sec would reduce in half if you increase the steps per frame two times. Two times more conservation quality would also reduce the voxels/sec in a fire/smoke sim significantly - usually between 50-70%, but it also depends on a lot of other factors. There are tens of software options and hardware peculiarities that would skew the voxels/sec measurement, so please take it only as an informative field and compare only the same simulation with altered settings or the same simulation early and late during the timeline animation for example.
Since I've had many talks about the voxels/sec field, I'm seriously considering removing it, since it really confuses people and has very few applications where you can conclude the right thing looking at it.
Cheers!Last edited by Svetlin.Nikolov; 26-10-2019, 04:51 AM.Svetlin Nikolov, Ex Phoenix team lead
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