August 29th, 2023 Livestream Q&A: I've heard that Fluid simulation is tricky & causes inaccuracies, any plans to address it?

August 29th, 2023 Livestream

Q&A: I've heard that Fluid simulation is tricky & causes inaccuracies, any plans to address it?

https://youtu.be/Vi-h1FCR-aI

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I've heard previously that fluid computation is tricky and causes inaccuracies are there plans to address this and will this involve any major changes to pipes the goal is to address it yes, I don't remember what the last thing we said internally was about this I think the the goal was to fix like the fluid inconsistencies and changed a little bit how like how why that is, we've talked about in the past that like we could also reconfigure the recipes and because the problem is that 600 in inaccuracy with the 600, throughput because we can't quite quite always consistently reach that and it depends on like your frame rate and like that which is also gonna and so it's like gonna like or the tick rate rather which is a bit annoying and I think the intention is to fix that but, just scaling the numbers one fix the issue yes it will actually, because the issue is only apparent because of, those higher numbers it's based on like Flo the issue is based on like the floating Point inaccuracies and the problem becomes apparent when you have too many bigger calculations like that so doing smaller calculations actually solve that problem like we don't have this issue on 300 pipes for instance but we do have it on 600., but I think that the the solution is to look into it yeah, yeah mark one is is better than Mark II in this in that sense but you can also use Mark six belts and like they are consistent up to like 5.590 something a community have done extensive testing on this specific issue, and I think they've concluded that there's like a pipes are accurate up to 595 or something like that, and I'm pretty sure that's been like very established but I might be wrong but, yeah the intention is to fix that I think