Arkane Lyon was our primary integration partner for FSR 2. They were incredibly helpful with their feedback and iterating on integrations with us. While we're working with a large number of studios to integrate FSR 2 into their new titles or updates, this initial, exclusive release of FSR 2 on...
We've now corrected the slide deck and recommend the FP32 fallback for both Geforce 900 series and Geforce 10 series. Thanks for reporting this discrepancy!
I don't remember explicitly saying this in the podcast, but certainly one of the goals for FidelityFX Super Resolution was low performance overhead in addition to cross-platform compatibility (including older GPUs), ease of integration and open source access.
GPUOpen Effects come with an open-source MIT license that actually allows optimizations without requiring author approval (unlike the license for those few Gameworks effects that come with source, mandating that modifications are only allowed for the purpose of integration and bug fixing). There...
Without taking away from the usefulness of other DX12 features I'm surprised by how little asynchronous compute/shaders (aka "multi-engine" in Microsoft terms) is mentioned on this thread. This feature is one of the most important feature of DX12 (along with multithreaded recording of command...
You can assess the quality and performance of TressFX yourself by running the existing SDK sample that's freely available on the AMD developer website. It runs on both AMD and NVIDIA GPUs. This is not the latest version but the main tech is the same.
In a nutshell (and based on public...
The Hairworks implementation in The Witcher 3 is still based on tessellation and Geometry Shader expansion, which is what the presentation I linked to is referring to. The inclusion of MSAA in Hairworks will improve edge quality on hair strands but it's not an OIT solution as the inside of hair...
Why would you assume Hairworks is "technically superior" to TressFX? The main quality issue about Hairworks is the lack of an OIT solution and this shows quite badly (including on edges).
Indeed the two approaches are significantly different. TressFX uses neither tessellation nor Geometry...
Definitely. High-quality hair/fur simulation and rendering is a very active area that's currently being evaluated by developers. I would say that it is in the top 3 areas of active research along with Physically Based Rendering and Global Illumination.
I can only mention the games that have...
This comment about developers' wariness of using the Per-Pixel Linked List algorithm is unfounded. While TressFX indeed has theoretical unbounded memory requirements it can be controlled in game situations by ensuring the initial allocation is large enough for minimum camera distance and other...
Are you putting words into my mouth again? :)
Btw:
WIP TressFX Unity implementation on GitHub blog:
http://kennux.net/wordpress/?p=13
WIP TressFX UE4 implementation on GitHub thread (not posted yet):
https://forums.unrealengine.com/showthread.php?6855-Hair-Rendering-Simulation-test