↑ Vocaro Guide to MPM

Games & Commercial Applications

For the algorithm see Theory; for how to build/optimize it see Implementation.

This document answers the product questions, as distinct from the engineering ones:

MPM is well-established in offline film visual effects (VFX) and engineering simulation, increasingly seen in real-time tech demos and research, but — to the best available knowledge — no shipped commercial game uses MPM as its core physics, which is what makes an MPM-native game plausibly unprecedented.

1. Where MPM actually ships today

MPM is not exotic — it is production-proven — but almost entirely outside of shipped games. The landscape breaks into five tiers, ordered by how battle-tested each is. The commercial-DCC tier is the newest of them, dating from Houdini 20.5 in July 2024:

MPM is mature in film visual effects and engineering, now stock in Houdini, active in research, and essentially absent from shipped games as core physics

2. Is MPM in commercial games?

MPM does reach shipped games, but through a narrow door. No well-documented commercial game runs MPM as its core physics; what does ship is MPM as a liquids effects layer, supplied by middleware rather than written by the studio. The picture below is drawn from general web search, GDC (Game Developers Conference) and SIGGRAPH talk records, Steam, devlog channels, vendor case studies and the EA SEED repository.

Misattributions — games people assume use MPM, but don’t

A surprising number of “physics-y” games get mentally filed under MPM. None of these actually use it:

Game What it actually uses
Noita Custom cellular-automata engine (“Falling Everything”)
Teardown Voxel-based physics
Falling-sand sandboxes (e.g. The Powder Toy, Sandspiel) Cellular automata
Fluidity (2010) and similar water-puzzle games Other methods; predate the relevant MPM graphics work
Black Myth: Wukong (2024) — the most likely one to be pointed at today, on the strength of widely-shared sand and snow clips Unreal Engine 5 Chaos / Niagara. No MPM claim from the developer and none located. Listed because “the sand physics are wild” clips circulate widely

Two more come up often enough to be worth settling: NetEase’s Where Winds Meet and Naraka: Bladepoint have no MPM claim attached to them, and the GDC vault carries no production MPM talk.

The pattern: granular/fluid look ≠ MPM method. Cellular automata and voxels are far cheaper and have shipped widely; MPM’s continuum accuracy has not been the tool studios reach for.

The closest real things

Five cases sit closest to a game built on MPM: two games, the middleware that puts MPM into other studios’ games, a prototype that was abandoned, and a company that holds the patent without a disclosed shipment.

3. What this does not settle

The survey covers what is discoverable, which is not the same as what exists. Two limits are worth keeping in view:

  1. Studios rarely publish solver internals. A small or mid-sized studio could have shipped MPM-based effects without documenting or marketing the method, and nothing in the public record would show it.
  2. “Core physics” and “a localized effect” are different things. A game built around MPM as a central mechanic has no public precedent. MPM used quietly for a localized effect — a snow, mud or goo patch in one level — is far more plausible to exist already somewhere unindexed. The two are easy to conflate and describe very different games.

MPM as a core mechanic appears unprecedented and supports a defensible first framing; MPM as a localized effect plausibly exists already

4. Why no shipped game uses MPM extensively

The absence is not an accident — there are concrete structural reasons:

4.1 What ships instead — the incumbent water & snow stack

The last bullet deserves specifics, because “what a studio would use instead” is the actual competition, and it is very good and very cheap. Two techniques own the space, and neither is a continuum solver:

Water → 2D shallow-water height fields. Not cellular automata — a real physics solver, just a 2.5D one (full method in Related Methods §1.5). The reference implementation is Chentanez & Müller’s Real-time Simulation of Large Bodies of Water with Small Scale Details (SCA 2010): shallow water equations on a height field, with particles spawned where the height field cannot cope (breaking waves, waterfalls, splashes) and reabsorbed on landing. The cost is startling — complete scenes at ~4–18 ms/frame on a 2010-era GTX 480.

That paper is not merely academic: Fluid Flux (Imaginary Blend / Krystian Komisarek), a commercial Unreal Engine water system released April 2022, is a direct implementation of it — the developer said so explicitly when asked, linking the paper. Its shipped envelope is a useful benchmark for what “good enough water” costs today:

Fluid Flux (UE4.26–UE5.5+)
Method 2D SWE height field + Niagara particles
Simulation cost ~0.5–0.7 ms/frame (dev’s figure, RTX 2060 @ 120 fps)
Max sim resolution 1024×1024, ~1 m/pixel → ~1 km² (coastline 2048², ~20 km²)
Features Wet–dry shorelines, waterfalls, advected foam, caustics, wetness, underwater, buoyancy/boats, wave breaks, ocean blending
Hard limits Heightfield projection only — no caves, no planets; domains can’t move or rotate at runtime; console builds lose precision to 16-bit floats
Effort Developer states 15 months to first release, 3+ years R&D total

It is also externally validated as physics, not just as an effect: a 2025 peer-reviewed digital twin of a river-experiment facility used Fluid Flux as its solver and compared the results against a real-scale flow experiment. A game engine’s water plugin standing up to hydraulic-engineering scrutiny is a fair measure of how mature this incumbent is.

Layered simulation is the shipped pattern. An indie voxel engine handling oceans will typically run a bulk voxel fluid sim for the water body, wave and tide motion applied as oscillating “target height” masks, a connectivity flag marking which water is joined to the ocean (so rock pools disconnect as the tide drops and keep their water), and a separate, higher-resolution, surface-only 2D ripple simulation running near the player for wakes and interaction. Nobody runs one solver at one resolution — the budget goes where the camera is. That is the same demote/promote logic the height-field papers use, arrived at independently.

Snow, sand and mud → displacement textures + parallax occlusion mapping. Deformable ground in shipped games is overwhelmingly not simulated at all (full method in Related Methods §2.3): a mask written by simple analytic primitives at the feet, a diffusion pass to soften it, and a parallax shader that marches the view ray through a height texture so the surface reads as displaced without any geometry. Indie implementations of exactly this run comfortably in real time on laptop hardware, and are genuinely convincing to look at.

The critique of them is the more useful artifact, because it is a public catalog of where the illusion breaks, written by players rather than researchers: no compaction (a repeatedly-walked path never packs down into a faster route), no cohesion (the thin pillar of undisturbed snow that survives between a walker’s legs cannot exist), no conserved volume (displaced material doesn’t have to go anywhere), no bulk failure (no post-holing, no collapse), and — most tellingly — deep examples read as sand, flour, or mud rather than snow, with repeated objection to bodies moving through waist-deep material unimpeded.

Where the two approaches actually differ. For shallow decorative deformation or a plain river, the incumbents look excellent at a fraction of the cost, and remain the sensible engineering choice. What they do not produce is the list above: compaction, cohesion, conserved volume, bulk failure, depth-correct resistance, material mixing, and phase change. Those are consequences of a constitutive model rather than features that can be bolted onto a height field or a displacement texture, so refining the incumbent stack does not converge on them. The trade is straightforward: MPM produces those behaviors and costs considerably more per frame.

5. What makes MPM-native games newly viable

The barriers in §4 are eroding — which is precisely why now is an interesting moment for an MPM-native game. Three developments converge (all detailed in Theory and Implementation):

MLS-MPM, PB-MPM and GPU optimization each address a real-time blocker, together putting real-time MPM within reach on consumer hardware

The gap an MPM-native game would step into is exactly this: the enabling techniques are published, and their reference implementations are permissively licensed (MIT / BSD-3), but no shipped game has yet committed to MPM as its core. A permissive license governs copying that source and nothing more — the underlying techniques carry their own patents, which is a separate question with its own document (Patents).

The frontier keeps moving (2024–2026): XPBI (SIGGRAPH Asia 2024 — real-time continuum inelasticity in a PBD pipeline), CK-MPM (SIGGRAPH 2025 — compact-kernel performance), convex MPM↔︎rigid coupling pushed to interactive rates on GPU (Zong et al. 2024; Yu et al. 2025, the Drake/robotics line), and PB-MPM derivatives (e.g. an affine-projection stabilizer, The Visual Computer 2025). All still research and demos — none is a shipped game — but the field is moving quickly. Full citations in References.

6. EA SEED, and where PB-MPM came from

SEED (Search for Extraordinary Experiences Division) is EA’s internal applied-research lab, and the group that published PB-MPM:

Sources for this document