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[DSO] AMD teases tressfx: “a new frontier of realism in PC gaming” - Page 30

post #291 of 561
Quote:
Originally Posted by Cloudfire777 View Post

Oh well, gotta start somewhere. Now continue down and work on some boobs physics. That will atleast get my attention biggrin.gif

And so the thread has come full circle. Like I was saying way back in page 18. Hair, cloth and indeed boob physics have been done for a long time. That somewhere happened over 10 years ago. It's down right dumbfounding that it has taken them this long to do hair right and that's assuming it is as good as they claim.
Quote:
Originally Posted by Bit_reaper View Post

Quote:
Originally Posted by xutnubu View Post

I bet Lara's (o)(o) will bounce in a more eccentric way now.
Quote:
Originally Posted by zinfinion View Post

Considering it's the only game I know of to even attempt it, they had to start somewhere I guess. I'm not entirely satisfied with it either but it definitely beats an immobile plasticy coif.

Does anyone still remember how good hair and "tit" physics/animation where back in the Xbox/PS2 era?

It seams that there has been no progress made for the last 10 years. Hell in most cases it seams that we gone backwards. Perhaps now we will finally get properly made long hair in games.

see 1:00

Just look at all that dynamic stuff in DOA3 . Not only is the hair dynamic but there is also cloth simulation and even the little chain on Bass's leg swings around. All that on a 733Mzh pentium 3 over a decade ago. Seriously with the power of modern machines why is it that it has taken this long to make a proper improvement on that?

see 7:10

Edited by Bit_reaper - 2/26/13 at 2:31pm
    
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post #292 of 561
Quote:
Originally Posted by Bit_reaper View Post

And so the thread has come full circle. Like I was saying way back in page 18. Hair, cloth and indeed boob physics have been done for a long time. That somewhere happened over 10 years ago. It's down right dumbfounding that it has taken them this long to do hair right and that's assuming it is as good as they claim.

It's not the same thing, here you account for clipping, weather, wind, antialiasing, etc. It's more advanced, it has been done earlier in a more simple fashion, yes! Does that mean that we should not be excited about this? NO!
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post #293 of 561

One of the reasons that I have been loyal to Nvidia side was because of their technology. Some might argue about it, but the technology is a bit more advanced than AMD. I honestly would hate to play any Phsyx games without phsyx. Therefor I always stuck with Nvidia.

 

However this kind of technology is very promising about AMD. I hope they can evolve it and make it happen.

 

I am guessing this will be an AMD only technology.

post #294 of 561
Quote:
Originally Posted by iARDAs View Post

One of the reasons that I have been loyal to Nvidia side was because of their technology. Some might argue about it, but the technology is a bit more advanced than AMD. I honestly would hate to play any Phsyx games without phsyx. Therefor I always stuck with Nvidia.

However this kind of technology is very promising about AMD. I hope they can evolve it and make it happen.

I am guessing this will be an AMD only technology.


No, it runs on nvidia cards too.
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post #295 of 561
Quote:
Originally Posted by XxOsurfer3xX View Post


No, it runs on nvidia cards too.


Ah really?

 

I thought this would be a feature like Phsyx. Only available for Nvidia GPUs. ( i know there are workarounds though )

 

Good to know.

post #296 of 561
Quote:
Originally Posted by XxOsurfer3xX View Post

It's not the same thing, here you account for clipping, weather, wind, antialiasing, etc. It's more advanced, it has been done earlier in a more simple fashion, yes! Does that mean that we should not be excited about this? NO!

This has all been covered in fine detail earlier in this thread. Like I said. The thread has gone full circle.

Clipping: Reducing the physics step size (up the accuracy) and use a higher poly collision mesh = no clipping.
Weather/wind: External physics forces like wind have been done before as have animated textures
Antialiasing: why even bring this up?? it has noting to do with the subject

Unlike you I don't find this super exiting. This a natural step forward. A step that should have happened much earlier to. Do I jump for joy when devs up the resolution of textures or increase the poly count? Did Nvidia, AMD or cryteck do a huge song and dance when Crysis had trees that swing in the wind and that can be cut down with rifle fire? No. Was it nice to have? Yes.

And like I have said time and again in this thread. Praising a something when none here have even seen it in action is premature to say the least. Do you know for a fact that it does not ever clip? Do you know for a fact that its reaction to the environment it actually good looking and realistic? We know very little about tressfx. How resource intensive is it? Will it murder performance rendering just one set of hair or is it light enough that you can have multiple characters with tressfx hair on the screen at the same time.
Edited by Bit_reaper - 2/26/13 at 2:54pm
    
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post #297 of 561
Quote:
Originally Posted by Bit_reaper View Post

This has all been covered in fine detail earlier in this thread. Like I said. The thread has gone full circle.

Clipping: Reducing the physics step size (up the accuracy) and use a higher poly collision mesh = no clipping.
Weather/wind: External physics forces like wind have been done before as have animated textures
Antialiasing: why even bring this up?? it has noting to do with the subject

Unlike you I don't find this super exiting. This a natural step forward. A step that should have happened much earlier to. Do I jump for joy when devs up the resolution of textures or increase the poly count? Did Nvidia, AMD or cryteck do a huge song and dance when Crysis had trees that swing in the wind and that can be cut down with rifle fire? No was it nice to have? Yes.

And like I have said time and again in this thread. Praising a something when none here have even seen it in action is premature to say the least. Do you know for a fact that it does not ever clip? Do you know for a fact that its reaction to the environment it actually good looking and realistic? We know very little about tressfx. How resource intensive is it? Will it murder performance rendering just one set of hair or is it light enough that you can have multiple characters with tressfx hair on the screen at the same time.

Its fine if you are not excited, I don't really care, I am. I am not going to waste time trying to convince you of anything. For me its a step forward in the right direction, for me that is exciting. What we have seen so far looks great, better than any other stuff that has come up in the thread. It's a fact that is using new stuff like OIT and PPLL to achieve better results that previously were only possible in pre-rendered images.
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post #298 of 561
Yep, I agree with the 90% around the net that think tressfx is awesome. It just took the brilliant engineers at AMD to take realistic hair physics mainstream, no doubt nv will follow their lead, they don't even have to do much AMD has done all the hard work ( other than ditch Kepler and design an architecture that doesn't completely blow for Direct Compute of course). biggrin.gif
post #299 of 561
Quote:
Originally Posted by th3illusiveman View Post

Did you want her armpit hairs have realistic physics as well?

In all honesty? Nothing would arouse me more.
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post #300 of 561
Nvidia had this like 3 years ago

I will just leave this here

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