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Tressfx: A new frontier of realism in pc gaming

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The hair disagrees with the flag/sails on what way the wind is comming from....physics well done...LOL

It matches all the local wind, but I agree that it seems strange with the wind a bit away, but it might be like that in RL as well since the sea wind hits the shore and gets thrown around a bit. But lets hope it's not like that in the entire game, that would be weird.

Anyway, I think the hair looks good and better than anything else in games. But will save my verdict until I've seen more.
 
I'll just do a general address for the main point brought up by VulgarDisplay, Red Hawk and zebrax2.

Having AMD hardware in both the PS4 and the next Xbox should not affect the popularity of PhysX, if precedence is to be an example. PhysX has been multiplatform for a long time, and with the 3.0 SDK release, it's optimized and scales well across multiple CPU cores. So from a software physics standpoint, PhysX will still be a valid choice; particularly considering the powerful developer tools available for PhysX.

As for Hardware Physics, I think it's a moot point. PhysX has always been designed to be scalable. The more processing power you have, the more particle effects can be calculated.

For example, the normal setting for PhysX on Batman Arkham City can run on a single mid range GPU, a long with most of the eye candy features turned on @ 1080p.

On high though, you will likely need a dedicated, or more powerful GPU. So what does this have to do with anything?

The next generation consoles will be able to run PhysX (with advanced particle effects), but on lowered settings. Since they can code a lot closer to the metal on consoles, PhysX on low with some particle effects should run fairly well on the CPU cores.

Devs will tailor the amount of particle effects based on the available resources (which depends on several factors), so as not to overburden the CPU..

Of course they could use CPU PhysX. A bunch of games, including most Unreal games, use CPU PhysX without bothering to use hardware accelerated PhysX. But if the point is that The Witcher 3 and Metro Last Light are using hardware accelerated PhysX, my counterpoint stands. Implementing hardware accelerated PhysX exclusively on PC will still take more resources than developing for an open standard physics system that works on the GPU of each platform.
 
Of course they could use CPU PhysX. A bunch of games, including most Unreal games, use CPU PhysX without bothering to use hardware accelerated PhysX. But if the point is that The Witcher 3 and Metro Last Light are using hardware accelerated PhysX, my counterpoint stands. Implementing hardware accelerated PhysX exclusively on PC will still take more resources than developing for an open standard physics system that works on the GPU of each platform.

What open physics system? ^^
 
It matches all the local wind, but I agree that it seems strange with the wind a bit away, but it might be like that in RL as well since the sea wind hits the shore and gets thrown around a bit. But lets hope it's not like that in the entire game, that would be weird.

Anyway, I think the hair looks good and better than anything else in games. But will save my verdict until I've seen more.

it's me or there is a "invisible wall" around her shoulders?

anyway, good stuff... 😉
 
Anyone that didn't find that video the slightest bit impressive needs to have their head checked.

It will look especially good when you are just playing the game and not sitting there just trying to look for problems with it because you're a skeptical of anything with AMD's brand attached to it. Also, the video descriptions says that it's running on a gtx680. GASP!!!!

EDIT: Just read further on that the guy is seeing a 25-40fps hit with TressFX enabled... Hopefully the radeon's handle it better.
 
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Here's another gameplay video just posted - running on a GTX570:

http://www.youtube.com/watch?v=7Izx2z7PQ_k

It looks pretty cool, but one obvious problem is that the technology doesn't properly model wet hair. She comes out from under water and her bounces around like it did in that windswept seacliff shot.

Still a huge improvement from anything else that's come before.
 
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I guess I need my head checked because the hair doesn't look like hair 🙁

Can't really tell with a 480p youtube video. What really just blew my mind was when I noticed that each individual strand is making a shadow on her body. THAT is crazy.

The collision map for her shoulders looked jacked up at one point, but you need to remember that when playing you will not be rotating around the character, but looking at her from behind and slightly above.
 
rhmm...neither CUDA, DirectCompute or OpenCL is a physics API...

CUDA <-> DirectCompute <-> OpenCL


PhysX <-> Havok <-> BulletPhysics.

Basics...they matter.

Sigh. I know the difference.

A physics API can be written in any of the 3 compute languages.

The argument I am making is that an OpenCL API with support from everyone would be much stronger than many different standards.

But you knew that, you were trying to split hairs literally just to troll.
 
Looks pretty solid. Weirdness with the hitbox around the shoulder, but generally speaking it looks like... hair. Not bad for version 1. Let's see it in more games!
 
Looks great.

Now just make a real game with female character

faith-connors-mirror-s-edge-character-game-girl-runner-7487d1c703-1600x900.jpg
 
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