Deus EX: Mankind Dividied system specs revealed

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escrow4

Diamond Member
Feb 4, 2013
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Tessellating tomatoes murders FPS, poor Jensen can't get none, and RAM spiking to 9GB in total:

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Prague looks prettier at night
 

SPBHM

Diamond Member
Sep 12, 2012
5,066
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I think in this game it's doing better than in Doom; I guess DX11 helps.

PS4 will deliver a similar experience, but, PC is PC, even if you run with worse settings you still have advantages like being able to use mouse and keyboard, so...
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
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^ you can run Mouse+keyboard on ps4 aswell.

Also, last time we had ps4 vs pentiumG+750ti battle. Now it is i3+950.
Looks like devs really start to push next gen optimizations. Finally ps3/360 support is letf behind. Can't wait to see what happens when they drop dx11.
 

SPBHM

Diamond Member
Sep 12, 2012
5,066
418
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not really, the digital foundry console equivalent has been i3 4130 minimum for years, 2 threads were a problem before the PS4 was launched; but yes, more recently the 750 ti started to fail to match the PS4 games often... software does look better optimized for the consoles now, which is to be expected I guess almost 3 years into this gen, and to match it you need more powerful GPUs, the CPU side not so much.
still if you look at the specs, needing a 950 to match the PS4 is not to impressive for the console.

keyboard and mouse on the PS4? I'm pretty sure the games don't actually support it and you have to use some crappy adapters that emulate the gamepad with mouse and keyboard, it's never going to be the same.
 

Thala

Golden Member
Nov 12, 2014
1,355
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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.
 

SPBHM

Diamond Member
Sep 12, 2012
5,066
418
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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.

consoles are not using double buffering vsync for this they use adaptive vsync, when under 30FPS vsync is off
https://www.youtube.com/watch?v=QlHFXnlOnQs&feature=youtu.be&t=1m46s

on the PC you can use the same with Nvidia cards, or other solutions
 

Zstream

Diamond Member
Oct 24, 2005
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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.
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
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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.

You can turn off object highlighting in the gameplay options menu. But can you keep discussion of the actual game to the PC gaming thread, please?
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
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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.

I'm amazed you can be so completely wrong.

https://github.com/GPUOpen-Effects/TressFX

Version 3.1

http://gpuopen.com/tressfx-3-1/

TressFX didn't even end with Tomb Raider, 2.0 was used in other games, then we had 3.0 and now 3.1.

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.

Except:

PureHair, a new hair solution made in collaboration between AMD and Eidos Montreal's research and development lab, improves upon TRESSFX.

http://motherboard.vice.com/read/glimpse-of-the-purehair-hair-rendering-engine-at-gdc

It only takes a few minutes to research this instead of making so many incorrect claims.
 
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Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
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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.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
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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?

I mean even Nvidia thinks it works great:

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.

http://www.geforce.com/whats-new/guides/rise-of-the-tomb-raider-graphics-and-performance-guide
 

Hitman928

Diamond Member
Apr 15, 2012
6,694
12,362
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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.

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.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
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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?

I never said it couldn't work on animals. Just that we've yet to see it in actual games yet. I mean, there are loads of wolves, bears and what not in RotTR that they could have used it on but they didn't..

Demos can be deceiving. Here is a hair demo from way back in the Fermi days:


After all these years, we still don't have games that have such detailed hair and hair physics. The thing is, realistic hair rendering is extremely intensive. One day it will be overcome though, just like how cloth physics was overcome.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
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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.

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.

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

Nowhere in that link does it say that TressFX 2.0 was used in Lichdom for hair and fur on multiple entities. In fact, I'm fairly certain Lichdom only has TressFX for the Gryphon, a single character (a human male or female) in the game.

Checked YouTube for videos with the keywords "Lichdom battlemage TressFX fur" and nothing came up.

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

I have this game, and I can confirm that it does support snow collecting on the hair. However, it doesn't really have wet hair to my knowledge.

I just booted it up before posting this to check, but if Lara goes underwater and then comes back up, the only difference is that her hair is darker. But it doesn't look wet in the sense that they are using wet shaders or something..

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.

Deus Ex also uses it on multiple characters. This is seen most easily at the train station.

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.
 

Piroko

Senior member
Jan 10, 2013
905
79
91
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.
The challenge is to implement it without ruining performance, which is quite literally what you have been discussing for the past three pages.

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.
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.

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.
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.
 

HeXen

Diamond Member
Dec 13, 2009
7,835
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So how is the gameplay? Can you alter the FOV? Was interested in testing it out on VorpX, anyone tried on it yet?
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
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Wow that actually looks awful.

Pause @ 1:19 when he stands up and its like his hair is made out of cardboard with how it flows off the back.

Not to mention its flapping around while indoors more than Lara's in a blizzard:

https://youtu.be/wrhSVcZF-1I?t=42

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.

Sorry but hairworks vs purehair, purehair looks much better and has less performance hit. See the above two videos
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
106
So how is the gameplay? Can you alter the FOV? Was interested in testing it out on VorpX, anyone tried on it yet?
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.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
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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 video was taken shortly after launch, where there were several problems with Hairworks which were eventually rectified.

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.

It's far easier to make short hair look more realistic than long hair. That said, I think that PureHair 3.0 is very good :D