

I could use a repeating grid for infinite playspace but it is not necessary for my game and having the particles in a fixed grid will be useful for future physics additions.Īssuming the fluid is not compressed, internal particles interact with about 55 others per iteration consistently.Īll the particle calculations and data manipulation runs entirely on the GPU. Increasing play space also slightly increases comp time due to counting sort and it massively increases VRAM usage. Ignoring overhead, rendering and counting sort, computational time is O(N) for all particle stuff and interactions (well apart from one). There is no limit to the amount of particles apart from VRAM and size. Responding to comments on Reddit about the earlier Chroma Lab teasers, Tann explains a bit more about the simulation and its limitations: A video from the developer, which shows the Chroma Lab physics engine at an earlier stage of development, shows 400,000 particles simulated at 60Hz: Without imposing the high fidelity rendering bar required for VR, Tann says the physics engine written for Chroma Lab is capable of simulating 1.6 million particles at 60Hz on an AMD R9 290 (a four year old GPU) today’s high-end cards would presumably be able to push that much further. Scale and bounding walls can be adjusted allowing Chroma Lab to be played from sitting to room scale.Number of particles can be automatically determined or manually chosen.Freeze the simulation and step through it or slow time to a crawl.Throw blobs into orbit and create black holes.Multiple different particle shaders, color pallets and other graphics settings to choose from.Adjustable physics settings to change how the particles behave.Save and load scenes and settings, also there are a few presets to get started with.Placeable force spheres which can also teleport the particles between one another.Tools to pick up, hit, pull, explode, shoot and paint the particles.

#Unity particle playground features Bluetooth

The initial experience launched this week and is enjoying a 10% launch discount, pricing it at a modest $4.50. He says the physics engine was written using HLSL compute shaders and that the game doesn’t rely on any vendor-specific rendering technology and is therefore optimized to run on any VR ready GPU, be it AMD or NVIDIA. Tann calls Chroma Lab a “particle physics sandbox,” and says that more than 100,000 particles are simulated in VR at 180Hz using a custom GPU accelerated physics engine. The game launched this week on SteamVR with support for the HTC Vive and Oculus Rift, and will soon come to the Oculus store. But what about simulations of the impossible, like commanding hundreds of thousands of floating pulsating rainbow particles?ĭeveloper Sean Tann has developed Chroma Lab to answer that question. VR gives us the opportunity to simulate the real world and its physical laws to step into situations that we couldn’t otherwise practically experience, like driving a racecar or flying a plane. This article, which was originally published on 3/28/17 and overviewed the game before it was launched, has been broadly updated with the latest information.
#Unity particle playground features update
Update (8/23/17): Chroma Lab is now available. One developer is taking interactivity to the extreme with Chroma Lab, a VR experience now available on SteamVR that lets you play with hundreds of thousands of simulated particles in real-time. VR design is still in the very early stages, but something that we know leads to immersion in VR is interactivity.
