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[Guru3d]TressFX 2.0 by AMD - Now with hair, fur and grass physics - Page 5

post #41 of 84
Quote:
Originally Posted by AbdullahG View Post

Sounds just like those binaural sound videos I watched a while back. I don't know if there's any difference in the technology, but it would be cool to see it implemented into games.

They are selling it as "more accurate" and "more lifelike" than what has already been done. Also, they are making a big deal out of the fact that the GPU will process the sound instead of the CPU......because we take such a huge performance hit already with this..... rolleyes.gif

While it is "cool", it isn't mind blowing or really new by any means, it is just another "way" of doing what has been done for a very long time now.
Quote:
Originally Posted by sugarhell View Post

Em an ASIC? You mean a module?

You buy now a monitor. And you have some standards. Hdmi,dvi and dp. So with the new monitors you will have new standards. Hdmi2.0,dvi,dp1.3 and vblank. It will be integrated into monitor scaler,asic. Nvidia just replaced the whole scaler with a FPGA module instead to wait monitor makers to update their hardware.So to get it early you need to pay.Nothing wrong with that. When nvidia move into asic too the price difference will be minimal

An ASIC is just an "Application Specific Integrated Circuit", it is a piece of hardware (circuit, module, add-on, call it what you want) that handles a specific task.
Edited by PostalTwinkie - 1/13/14 at 3:31pm
    
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post #42 of 84
Thread Starter 
Quote:
Originally Posted by PostalTwinkie View Post

They are selling it as "more accurate" and "more lifelike" than what has already been done. Also, they are making a big deal out of the fact that the GPU will process the sound instead of the CPU......because we take such a huge performance hit already with this..... rolleyes.gif

While it is "cool", it isn't mind blowing or really new by any means, it is just another "way" of doing what has been done for a very long time now.

No this is wrong. The audio that you get from current games is limited to 8 audio source maybe lower. And you have an up to 20% performance hit on the sound cpu thread. With true audio you will get 22 iirc
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post #43 of 84
Quote:
Originally Posted by sugarhell View Post

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

http://www.youtube.com/watch?v=nKnhcsRTNME

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

Here, let me take you back 6 years......

http://www.youtube.com/watch?v=IUDTlvagjJA

There are other uploads of the same audio.....

Sure sounds like TrueAudio really has come a long way in that 6 years over what audio setups we have had.... rolleyes.gif

Quote:
Originally Posted by sugarhell View Post

No this is wrong. The audio that you get from current games is limited to 8 audio source maybe lower. And you have an up to 20% performance hit on the sound cpu thread. With true audio you will get 22 iirc

See the above.
    
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post #44 of 84
Personally I welcome any step forward in immersion factors. It is the multiplicity of these reportedly "insignificant" steps that will one day lead to true immersion.
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post #45 of 84
Thread Starter 
Quote:
Originally Posted by PostalTwinkie View Post

Here, let me take you back 6 years......

http://www.youtube.com/watch?v=IUDTlvagjJA

There are other uploads of the same audio.....

Sure sounds like TrueAudio really has come a long way in that 6 years over what audio setups we have had.... rolleyes.gif
See the above.

You dont understand that the point of true audio is not the quality. You rarely get this audio on games thats why they add a dsp part on the gpu. Most devs doesnt care doesnt want to spare cpu power for audio processing. With true audio you get a lot more audio source on your games without the performance hit on the cpu.
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post #46 of 84
Personally cant wait to try TrueAudio. Before you had to buy special Sound Cards to get positional audio and even then it was not amazing. Now that the GPU does the work with nice pair of 2 channel headphones and good DAC solution you are golden.
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post #47 of 84
Quote:
Originally Posted by KyadCK View Post

It's funny because you think TrueAudio has anything to do with the sound card. lachen.gif

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.
Yay, someone who actually read/watched the explanations!
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.

No, it's a perfect example.
http://www.youtube.com/watch?v=3Hy2UhQT4Sg
Two characters, no slow downs, 60FPS (the standard for fighting games) on hardware that is less than 1/100 as powerful as high or even mid-end machines. Not to mention, back in 2000 physics on the GPU was a pipedream, games were harder to develop for (less efficient use of hardware), and games like Dead or Alive 2 and Virtua Fighter 4 were far from technical marvels. Thirteen years ago, thirteen. The hardware of the Dreamcast is like dirt compared to any decent gaming PC from the past 4 years. Even compared to this past generation of consoles it's technically trash, and to use your BF4 example, the 360 and PS3 only had 24 players max in MP, far less demanding compared to the PC. And I can't say for sure, but from my experience fighting games have always been more mechanically impressive than run of the mill shooters like CoD or CS (BF4 notwithstanding). The only difference is volume. A game like CS:GO? DoA's hair physics probably wouldn't even have a noticeable effect on performance.

Oh, and I really doubt DOA hair physics in BF4 would cause any PC, that could run BF4 normally, problems.

This is from 1998
http://www.youtube.com/watch?v=ySe8W8DSeQ4
An arcade port and launch title for the Dreamcast

Like I said, you don't need TressFX to have good looking hair.
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post #48 of 84
But are the hair animations in those games scripted? Given the limited amount of moves you can do in fighting games it wouldn't be too hard to script the hair animation for each move (yes, I know there are many combos, but they are made of limited set of individual moves). A similar thing is currently done in games that don't feature the 'hair helmet' (nice phrase).

Any physics based hair model can be made to respond to environmental conditions as well as movement which is a lot more complex. Basically I just want to watch Geralt's locks flowing in the breeze.
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post #49 of 84
Thread Starter 
You cant compare a semi 3d fighting game against a sandbox like skyrim. Its not even hair simulation its scripted
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post #50 of 84
Quote:
Originally Posted by GingerJohn View Post

But are the hair animations in those games scripted? Given the limited amount of moves you can do in fighting games it wouldn't be too hard to script the hair animation for each move (yes, I know there are many combos, but they are made of limited set of individual moves). A similar thing is currently done in games that don't feature the 'hair helmet' (nice phrase).

Any physics based hair model can be made to respond to environmental conditions as well as movement which is a lot more complex. Basically I just want to watch Geralt's locks flowing in the breeze.

According to this:
http://www.giantbomb.com/hair-physics/3015-5381/

Virtua Fighter 3 had hair physics. The first Virtua Fighter (1993) also had dynamic hair that responded to character movements, but apparently weren't affected by physics I guess.
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