http://www.pcgameshardware.de/AMD-R...mb-Raider-PC-Grafikkarten-Benchmarks-1058878/
Tomb Raider: TressFX in detail
The Tomb Raider developers use DirectCompute for real-time physics simulation of TressFX Hair. Each of the many strands of hair is treated as a chain with dozens of connections, so factors such as gravity, wind, or head movements realistic effects on Lara's hair. There is also a collision, thus overlap strands are not mutually penetrate or other solid surfaces such as head Lara, clothing or body. Hair swirled slowly go back again to its original state - just like in real life. Of course, all that computing power costs - because they are compute, therefore, the graphics chip is more heavily loaded. And this is TressFX out in action
From the main menu can be started, an integrated benchmark which maps a camera flight to Lara Croft and thus the advantages of AMD technology TressFX showcases. This is a worst case, since Lara's hair is depicted extensively. The frame rate is greatly impaired in this test of TressFX, the effects in the game are usually lower - in the numerous cut scenes, it sometimes happens, however, that a close-up of Lara has a Slowdown result. Let us look first at those emergencies in the form of integrated benchmarks. Because of this at this time is proving to be unsuitable - it come out different results with the same settings and the minimum value is incorrect - we can run with Fraps during the test:
Tomb Raider: "Real World" benchmarks with graphics cards
Since the built-in benchmark has little to do with the actual game, we introduce the practice benchmarks by a usual game scene. We decided spontaneously to a scene at the beginning of the adventure: Lara fights with the player through a cave and sees daylight for the first time. Said of us "Cliffs" outdoor scene has a relatively high visibility, particle effects and a brief close-up of Lara's hair, but it is played entirely by us and does not contain any cutscene. In "Cliffs" is not the worst case, but a typical, respectable gaming scene. The integrated benchmark is a similar scene from the way in those same rocks.
Tomb Raider: TressFX in detail
The Tomb Raider developers use DirectCompute for real-time physics simulation of TressFX Hair. Each of the many strands of hair is treated as a chain with dozens of connections, so factors such as gravity, wind, or head movements realistic effects on Lara's hair. There is also a collision, thus overlap strands are not mutually penetrate or other solid surfaces such as head Lara, clothing or body. Hair swirled slowly go back again to its original state - just like in real life. Of course, all that computing power costs - because they are compute, therefore, the graphics chip is more heavily loaded. And this is TressFX out in action
From the main menu can be started, an integrated benchmark which maps a camera flight to Lara Croft and thus the advantages of AMD technology TressFX showcases. This is a worst case, since Lara's hair is depicted extensively. The frame rate is greatly impaired in this test of TressFX, the effects in the game are usually lower - in the numerous cut scenes, it sometimes happens, however, that a close-up of Lara has a Slowdown result. Let us look first at those emergencies in the form of integrated benchmarks. Because of this at this time is proving to be unsuitable - it come out different results with the same settings and the minimum value is incorrect - we can run with Fraps during the test:
Tomb Raider: "Real World" benchmarks with graphics cards
Since the built-in benchmark has little to do with the actual game, we introduce the practice benchmarks by a usual game scene. We decided spontaneously to a scene at the beginning of the adventure: Lara fights with the player through a cave and sees daylight for the first time. Said of us "Cliffs" outdoor scene has a relatively high visibility, particle effects and a brief close-up of Lara's hair, but it is played entirely by us and does not contain any cutscene. In "Cliffs" is not the worst case, but a typical, respectable gaming scene. The integrated benchmark is a similar scene from the way in those same rocks.