"Epic developed Unreal Engine 4 on NVIDIA hardware, and it looks and runs best on GeForce." - Unreal CEO
"UWP Exclusivity is bad, mkay?" same guy.
False equivalence? Unreal Engine doesn't exclusively run on nvidia.
"Epic developed Unreal Engine 4 on NVIDIA hardware, and it looks and runs best on GeForce." - Unreal CEO
"UWP Exclusivity is bad, mkay?" same guy.
another Digital Foundry video
https://www.youtube.com/watch?v=Uym9KOt_uGg
it looks like it's fairly decent with a GTX 950 2GB, should be good for a 30FPS lock, and this is far from lowest settings
another Digital Foundry video
https://www.youtube.com/watch?v=Uym9KOt_uGg
it looks like it's fairly decent with a GTX 950 2GB, should be good for a 30FPS lock, and this is far from lowest settings
Not really. Seeing as how often it drops below 33.3ms frametime, this means 50ms frametime or 20fps when V-synced like on the consoles. In conclusion you need a beefier GPU than a GTX950 if you want to match consoles.
The game kinda sucks.. Well at the beginning, it gets better once the first mini story is finished. The glowing items and shit just pisses me off.
Also, there is no TressFX 3.0. TressFX ended with Tomb Raider. PureHair is used in both RotR and Deus Ex MD, and the tech is developed by Crystal Dynamics and Square Enix. AMD may have provided the foundation with TressFX, but other developers have continued to refine and improve it.
PureHair is great. TressFX was crap. And no, the two are not the same. PureHair is a tremendous refinement of TressFX by Crystal Dynamics and Square Enix. I'm pretty sure that AMD has no direct involvement with the development of PureHair, having already given up their TressFX source code.
PureHair, a new hair solution made in collaboration between AMD and Eidos Montreal's research and development lab, improves upon TRESSFX.
OK I'm man enough to admit I was wrong about the TressFX being discontinued after Tomb Raider.. Happy now?
But I'm not wrong about TressFX's lack of scalability and its horrendous hair animation. Hairworks was used on several characters in the Witcher 3, including even Geralt's horse, and other horses. Hairworks for Geralt is also capable of becoming wet, and is completely physically animated unlike TressFX, which seems to use scripted animations in combination with physical animation..
So whilst the two have the same goal, they are not at the same level.
PureHair
PureHair is Crystal Dynamics and Square Enix's hair rendering technology, which like our own HairWorks technology adds tens of thousands of hair strands to a character model. These hairs act realistically, swaying and moving in concert with character movement, and can be affected by water, wind and snow, and are lit and shaded in real-time by the scene.
In Rise of the Tomb Raider, up to 30,000 strands of hair are applied solely to Lara, with large groups of hairs controlled by master strands that dictate their movement and properties, preventing each individual hair strand from acting independently, and keeping physics calculation costs in check.
In-game, three options are on offer: 'Off' disables PureHair entirely, adding approximated hair rendering in its place; 'On' is the recommended detail level for most players, with a good amount of hairs visible and full physics and material interaction applied; while 'Very High' adds cinematic-quality PureHair to every moment of the game, increasing hair strand counts to 30,000 in close-ups.
OK I'm man enough to admit I was wrong about the TressFX being discontinued after Tomb Raider.. Happy now?
But I'm not wrong about TressFX's lack of scalability and its horrendous hair animation. Hairworks was used on several characters in the Witcher 3, including even Geralt's horse, and other horses. Hairworks for Geralt is also capable of becoming wet, and is completely physically animated unlike TressFX, which seems to use scripted animations in combination with physical animation..
So whilst the two have the same goal, they are not at the same level.
TressFX works on animals, one of the main examples of it is the bear demo on github. Its animation looks very good, have you seen it or just basing those off TressFX 1.0 in Tomb Raider 2013?
You really should just stop. I don't know if it's purposeful or not but pretty much everything you're arguing against tressfx is wrong and based on the first implementation from 3 years ago, which was 2 years before hairworks was ever implemented. Starting with tressfx 2, fur and even grass was made possible. It's not limited to a single character but depends on how much the developer wants to use it. It is a physics based tech which is why the first implementation would bug out sometimes but the physics modeling has improved every iteration.
tressfx 2.0 was used in lichdom for hair and fur on multiple character/creatures.
https://community.amd.com/community...e-tressfx-hair-20-today-in-lichdom-battlemage
TressFX can do wet hair. In the latest tomb raider her hair will even collect snow when pure hair is on.
https://www.youtube.com/watch?v=wrhSVcZF-1I
Deus Ex also uses it on multiple characters. This is seen most easily at the train station.
The challenge is to implement it without ruining performance, which is quite literally what you have been discussing for the past three pages.Again, saying something is possible is one thing, actually doing it is another. We've all seen spectacular hair rendering demos from both NVidia and AMD, yet we've yet to see that kind of quality actually implemented in games for aforementioned reasons.
Funny that, I thought it looked cartoonish that his hair changed color between white, sparkly-silver and grey depending on lighting and wetness. Especially the sparkly-silver part was way overpronounced imho:Contrast that to Geralt's hair with hairworks on and you'll see that wet shaders are used when he goes underwater or is exposed to rain and his hair not only looks darker, but looks shinier and more clumped together.
That's the weird part about artistic style. I think the hair in MD is really close to how it could look in real life, at least if you apply enough hair spray. It feels less like a tech demo and more like a thoughtful implementation.Can confirm that Deus Ex MD does use it on multiple characters, but the implementation isn't very advanced. Certainly nowhere near as advanced as what was used for Lara's hair in RotTR, much less the hairworks in the Witcher 3.
Can confirm that Deus Ex MD does use it on multiple characters, but the implementation isn't very advanced. Certainly nowhere near as advanced as what was used for Lara's hair in RotTR, much less the hairworks in the Witcher 3.
There is an FOV slider, yes. There have been some user issues with 21:9 aspect ratio, in case that applies to you, though the recent patch supposedly addressed them. Discussion abut the gameplay should really be kept to the thread in the PC gaming section, though.So how is the gameplay? Can you alter the FOV? Was interested in testing it out on VorpX, anyone tried on it yet?
Funny that, I thought it looked cartoonish that his hair changed color between white, sparkly-silver and grey depending on lighting and wetness. Especially the sparkly-silver part was way overpronounced imho:
https://www.youtube.com/watch?v=dVB9vY0r574
First 15 seconds show sparkly-wolf, with an instadry jumpcut to white-wolf. Kudos for the candlelight reflection at ~13 seconds, even if it just adds to the cartoonish feel.
That's the weird part about artistic style. I think the hair in MD is really close to how it could look in real life, at least if you apply enough hair spray. It feels less like a tech demo and more like a thoughtful implementation.