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Large number of particles for PBD cloth simulation crashed #95

Answered by adenzler-nvidia
SHiziw asked this question in Q&A
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Thanks for reaching out. We already fixed this issue with large particle counts on our development trunk, and it will be in the next major release. The background story is that we used unsigned 32bit integers for our GPU memory allocation sizes, and with 10 million particles, one contact buffer ends up being more than 4GB leading to an integer overflow. The size of that buffer is determined by numParticles * maxNeighborhood * sizeof(float2) - so as long as you keep that below 4GB you should be able to avoid the issue.

Which means lowering maxNeighborhood is one strategy to work around this, but obviously that could affect the quality of the collisions. If not all cloths need to interact w…

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