96Firebird
Diamond Member
- Nov 8, 2010
- 5,742
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Disable hairworks in the settings, VOILA! All the value-added features are just that, value-added. If they don't run well, don't use 'em.
You should try and troll and bait in a more intelligent fashion.
AMD can optimize it through the driver.
I dont troll. If you dont like the performance impact you can disable it. Without HBAO+ and Hairworks it is the same game you get on the console.
That Hairwork isnt optimized for AMD should not be a suprise to anybody. nVidia is developing and integrating it into games.
No, AMD cannot optimize it through the driver as they do not have access to the source code.
nVidia does have access to TressFX as its open source. Gameworks is closed source.
And from the demo shown the other day, even a 980 cannot run with hair works on at 1080P without dropping FPS to the teens.
Also, what in the world happened with those graphics?
Disable hairworks in the settings, VOILA! All the value-added features are just that, value-added. If they don't run well, don't use 'em.
The game has been stripped bare out of a need to optimize according to the devs, others are calling it downgraded. Another example is the promised tessellated water has been removed for scripted effects: http://gfycat.com/ComfortableEvergreenDiscus
http://www.geforce.com/whats-new/articles/the-witcher-3-wild-hunt-is-your-system-readyThis tessellation prowess also proves useful out on The Witcher 3: Wild Hunts dangerous seas, whose waves and ripples are rendered solely through tessellation.
Like thisYes the same should of been said about TressFX, but its not locked down so NV could optimize for it so you didn't hear a torrent of just turn it off.
We purposely disabled TressFX on NVIDIA cards. We delivered TressFX on AMD hardware as part of our partnership with AMD.
The game has been stripped bare out of a need to optimize according to the devs, others are calling it downgraded. Another example is the promised tessellated water has been removed for scripted effects: http://gfycat.com/ComfortableEvergreenDiscus
Ambient occlusion was also disabled for vegetation/grass etc. to improve performance. The game went from an expected graphics powerhouse to a cross-platform XBONE/PS4/PC game that has a few extra sliders added on PC that apparently require TitanX SLI/980 SLI to even run
You can't blame them, the game would of put them out of business had it been PC only, but it's a shame that there is nothing special there on the visual front. I've been finishing off DA:I this week and it looks better than the PC gameplay videos for Witcher 3 I've seen.
No, AMD cannot optimize it through the driver as they do not have access to the source code.
nVidia does have access to TressFX as its open source. Gameworks is closed source.
And from the demo shown the other day, even a 980 cannot run with hair works on at 1080P without dropping FPS to the teens.
The water is still geometry and uses tessellation...
http://www.geforce.com/whats-new/articles/the-witcher-3-wild-hunt-is-your-system-ready
The game has been stripped bare out of a need to optimize according to the devs, others are calling it downgraded. Another example is the promised tessellated water has been removed for scripted effects: http://gfycat.com/ComfortableEvergreenDiscus
Ambient occlusion was also disabled for vegetation/grass etc. to improve performance. The game went from an expected graphics powerhouse to a cross-platform XBONE/PS4/PC game that has a few extra sliders added on PC that apparently require TitanX SLI/980 SLI to even run
You can't blame them, the game would of put them out of business had it been PC only, but it's a shame that there is nothing special there on the visual front. I've been finishing off DA:I this week and it looks better than the PC gameplay videos for Witcher 3 I've seen.
I am posting this againThis gameworks crap has to stop. Yeah, it's the way nV does their thing, proprietary or death... but it's doing more harm than good when looking at the bigger picture. TWIMTBP wasn't this bad. Maybe they should learn a thing or two from TressFX and Mantle. Hell, from the way AMD does things.
On the other hand, the 2013 to 2015 comparisons remind me of Watch_Dogs...
We purposely disabled TressFX on NVIDIA cards. We delivered TressFX on AMD hardware as part of our partnership with AMD.
Even being a xbone/ps4/PC only (aka no last-gen 360/ps3 limitation) I would have thought it would look a lot better. I agree with whoever it was at Microsoft that said its wise that developers are targeting better effects per pixel vs having more pixels (e.g. id rather have all settings on and have it run at upscaled 720p on consoles, native on PC, than 1080p60fps on consoles with bad looking in game settings).
Most console players would likely agree and rather have a high-effects 720p upscaled with a good algorithm than 1080p60 with the object and effect density of a 360 game :\
It has been downgrade though but really do believe that?There is a purported interview with one of the devs about why the game has reduced fidelity, it's not confirmed to be genuine though, and the claim is that they had to revamp their goals once they saw the console hardware specs.
They had to adjust everything for the lowest target platform (XBONE).
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Developers said that their is no source code given to nvidia for TressFx 2.0 due to partnership with AMD.Its disabled in the menu, it can be reactivated and NV can still optimise for it.
Developers said that their is no source code given to nvidia for TressFx 2.0 due to partnership with AMD.
There is a purported interview with one of the devs about why the game has reduced fidelity, it's not confirmed to be genuine though, and the claim is that they had to revamp their goals once they saw the console hardware specs.
They had to adjust everything for the lowest target platform (XBONE).
It holds up pretty well if you compare the old gameplay reveals from E3 to the current game. The water effects are gone. If you look at shots in the same areas where there are castles, you can see that the brickwork is not tessellated anymore. The particle effects are significantly reduced; a lot less fog/dust effects and fire effects are not as impressive.
How?Sorry but NV does not need to get the source code for TressFx 2.0 from the developer, they can get it themselves.
This really brings down my hopes for The Division. Last year's E3 footage on that one looked absolutely fantastic but it was clearly utilizing nearly all of the effects (or similar) listed in that interview transcript --especially the soft particles. Thanks for this info
And here I was hoping we'd have a brief (2-3 year) period where the consoles didn't significantly hold back PC (just a little).
Do we know what resolution and FPS Xbone and PS4 run this at yet?