Originally Posted by PostalTwinkie
Now we need to get this type of tech into trees and other foliage.
Originally Posted by Dargonplay
AMD Is on a rampage lately, Mantle > FreeSync
> TressFX 2.0 > TrueAudio
Kudos for innovating so much more than Nvidia
I wish I could call something "Free", even when it costs a potential boat load to take advantage of! Oh, and what can TrueAudio do that a proper sound setup currently can't?
It's funny because you think TrueAudio has anything to do with the sound card.
TrueAudio is dedicated hardware for sound processing, as well as a plugin to implement it into games for true 3d positioning and programmable "shaders" for sounds (shots heard through a concrete wall sound like this, but through a wooden one sounds like that, etc). The TrueAudio hardware on the GPUs and APU does not include a DAC or anything else required to actually play the sound, it is only there for game designers to not have to rely on the CPU to do sound processing. You still need a sound card to do that.
They, you know, explained all this. So did all the reviews.
Originally Posted by sugarhell
True audio is a true 3d position audio processing. It offload the sound from the cpu threads and it process it with Astound sound
Here a demo
Instead of the cpu doing the work now you have hawaii audio dsp part doing the work. Dont confuse a sound card with this one
Yay, someone who actually read/watched the explanations!
Originally Posted by geoxile
You don't need TressFX to make good looking hair... Just look at the Dead or Alive series or Virtua Fighter 4. Those games achieved good looking hair almost a decade ago with working physics. It's ridiculous that so many games today feature characters with hair helmets. Absolutely ridiculous.
Ya, totally, those games that focused on an extremely small "map" with only 2 characters on it at a time are a perfectly good example compared to every FPS game out there with a map hundreds of times bigger and with literal dozens more characters that also have to worry about collision detection between them all and physics for everything else.
Oh wait, no, that's a horrible example.
Just because they can do it doesn't mean it's efficient to do so. DoA (and every single other 1v1 fight game) does so incredibly little in comparison to just about every other game that hair physics is more of a "why not" feature then anything else. I dare you to try and implement DoA's hair physics in, say, BF4 and not have your computer die a horrible death.