I’m totally new to Max (have been “a Maya guy” for 10+ years), and am playing with RayFire (demo currently) and evaluating purchasing the package. I got PhysX installed [PhysX Plug-in Version 2.86.00811.20500, PhysX SDK Version 3.2.0] and am playing with both the native cloth solvers and yours.
It’s pretty clear that your stand-alone (modifier-based) fragmenter leverages multithreading – I can see all 12 cores on my system peak nicely when it’s running. However when running the PhsyX-based version in the RayFire Floater, simulations are only uses one core, and don’t seem to by pushing out to my GPU for accelleration (I’m running dual Quadro-5K’s, and one is tapped for PhysX in my 3DS Max config.)
I noticed that the PhsyX tool bar settings have options for “hardware acceleration” and “multithreading” as check boxes. Is your plug-in supposed to be grabbing those settings from PhysX? Or, is that something you enable in the paid version? A big draw for me to your system is the potential to leverage the horsepower I have in my GPUs, and it doesn’t seem to be happening at the moment.
Appreciate you guidance on this one.