Recent content by NThibieroz

  1. NThibieroz

    AMD FSR antialiasing discussion

    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...
  2. NThibieroz

    AMD FSR antialiasing discussion

    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!
  3. NThibieroz

    AMD FSR antialiasing discussion

    These are the official slides from the FSR presentation deck. Location: official FSR page on GPUOpen, then click on "Read the FSR 1.0 documentation".
  4. NThibieroz

    AMD FSR antialiasing discussion

    There was no NDA to break - 4A Games had not been disclosed about FSR when they released their FAQ with their initial statement.
  5. NThibieroz

    AMD FSR antialiasing discussion

    4A Games had not evaluated FidelityFX Super Resolution; their corrected statement clarified this.
  6. NThibieroz

    AMD FSR antialiasing discussion

    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.
  7. NThibieroz

    Final Fantasy XV [XO, PS4, PC]

    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...
  8. NThibieroz

    Star Citizen, Roberts Space Industries - Chris Roberts' life support and retirement fund [2012-]

    Chris Roberts' response: https://robertsspaceindustries.com/comm-link/transmission/14979-Chairmans-Response-To-The-Escapist
  9. NThibieroz

    Direct3D feature levels discussion

    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...
  10. NThibieroz

    Hairworks, apprehensions about closed source libraries proven beyond reasonable doubt?

    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...
  11. NThibieroz

    The Witcher 3: Wild Hunt revealed

    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...
  12. NThibieroz

    The Witcher 3: Wild Hunt revealed

    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...
  13. NThibieroz

    NVIDIA Game Works, good or bad?

    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...
  14. NThibieroz

    NVIDIA Game Works, good or bad?

    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...
  15. NThibieroz

    NVIDIA Game Works, good or bad?

    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
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