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[Guru3d]TressFX 2.0 by AMD - Now with hair, fur and grass physics - Page 8

post #71 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

Not what I would call realistic, he moves the model and the hair bounces around like a spring/floating in space.
post #72 of 84
Quote:
Originally Posted by keiths View Post

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

Not what I would call realistic, he moves the model and the hair bounces around like a spring/floating in space.

Um... Miss-quote? He's talking about TrueAudio in that one, not TressFX.

I'm thinking the simulation "gravity" is turned down to show off the effect. It's a bit too slow in coming to full stop to be a normal situation.
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post #73 of 84
Glad to see this getting moved along, the performance hit was not invisible in Tomb Raider.

A little hair movement does help, and should not require a metric ton of lifting power to make it work. We have had a decent hair mod for skyrim for a bit now with next to no performance hit. (not my video)
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post #74 of 84
Quote:
Originally Posted by inedenimadam View Post

Glad to see this getting moved along, the performance hit was not invisible in Tomb Raider.

A little hair movement does help, and should not require a metric ton of lifting power to make it work. We have had a decent hair mod for skyrim for a bit now with next to no performance hit. (not my video)

It looks like it only simulates the hair as a 'whole', and not individually.
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post #75 of 84
Quote:
Originally Posted by <({D34TH})> View Post

It looks like it only simulates the hair as a 'whole', and not individually.

the system simulates it depending on the number of bones present in the hair. the reason why ponytails are the first step in the hair physics project(which is part of a group of mods that utilize havok engine in skyrim to do physics) is because it can be created with the least amount of bones. but yeah, if ther were to give each strand of hair a separate bone, the performance loss will probably be greater(the effect would be extremely messed up too)
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post #76 of 84
Was the first TressFX ever adopted in any game other than Tomb Raider? I'm ready for some of these great new techs AMD keeps touting to start showing up in actual games.
post #77 of 84
Quote:
Originally Posted by <({D34TH})> View Post

It looks like it only simulates the hair as a 'whole', and not individually.

It looks like it only simulates the ponytail as a single "strand". Like a rope. In fact, that's what DoA does except the hair is made up of layers of planes, instead of a blob, so more parts of the hair can be simulated.

That Skyrim video actually reminded me that Tomb Raider, even with TressFX disabled, has hair physics. Lara's ponytail does anyway.
http://www.youtube.com/watch?v=HQ4OkyvfFBw
Quote:
Originally Posted by Dudewitbow View Post

the system simulates it depending on the number of bones present in the hair. the reason why ponytails are the first step in the hair physics project(which is part of a group of mods that utilize havok engine in skyrim to do physics) is because it can be created with the least amount of bones. but yeah, if ther were to give each strand of hair a separate bone, the performance loss will probably be greater(the effect would be extremely messed up too)

Giving each strand their own set of bones is essentially what tressFX does, at least conceptually. According to AMD TressFX simulates several thousand strands, each with dozens of joints, for Lara's hair.
Edited by geoxile - 1/14/14 at 7:24pm
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post #78 of 84
Quote:
Originally Posted by geoxile View Post


That Skyrim video actually reminded me that Tomb Raider, even with TressFX disabled, has hair physics. Lara's ponytail does anyway.
http://www.youtube.com/watch?v=HQ4OkyvfFBw

Now that I see it, it almost looks like the Skyrim mod could have been lifted from TR.
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post #79 of 84
Quote:
Originally Posted by inedenimadam View Post

Now that I see it, it almost looks like the Skyrim mod could have been lifted from TR.

It's possible they stole the hair mesh and textures right off of Lara's head. But the idea of moving hair isn't unique to Tomb Raider or DoA. It almost works the same way moving chains and ropes do in any game.
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post #80 of 84
It would be kind of neat if upcoming positional audio engines would add the ability to create a custom HRTF by way of image processing (conversion of 2d images of the user's head/ears/shoulders to a 3d model). A paper about this can be found at http://hal.inria.fr/docs/00/60/68/14/PDF/PG08_Reconstructing_head.pdf Practical individualized HRTF creation seems to be a hot area of research recently.
However even with generic HRTFs, immersion is increased by a substantial amount with 3D positional audio compared to what seems to be the current industry standard for games (2-d positioning only).

For this new TressFX, I hope it's more effective than the old one -- I noticed that Lara's hair can still clip right through any weapons on her back. Overall it seems like game physics is still really lousy, especially for MMOs. Small things like hair and grass aren't enough to make a convincing simulation. Even character leg movement isn't up to the quality seen in demos from 1998 in most cases (http://www.youtube.com/watch?v=0ea-CXxBEYg).
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