Nvidia Hairworks - Taking hair to a new level!

pjbliverpool

B3D Scallywag
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True, but then the write up says direct compute based. I agree though it's more likely to be a proprietry effect.
 
Without even watching the linked video, the PhysX logo on the screen might give a clue.

I didn't see any PhysX logo. I saw the announcement of physxinfo.com at the end which are probably the guys who made the video.
It's a wiki/blog/forum that specializes in finding out what games have hardware/software PhysX and has various tutorials - i.e. how to do hybrid PhysX. I don't think it's affiliated with nVidia.

Nonetheless, I agree that it's not even close to Lara's hair in Tomb Raider.
BTW, it's a shame that they didn't bother to fix the hover-over-the-shoulders issue for the "definitive edition" in the new-gens.
 
It's done through DC, But it can be done through PhysX too. Witcher 3 should feature a PhysX implementation of it. but that can be changed at the last minute. NVIDIA did a hair demonstration back in the Fermi days using DC and Tessellation.
 
It's ironic to see this in a game that needs so much work everywhere else (imho), but that's the way it is - much easier to update one asset that's in most of the game then upgrade environments that you barely spend 10 minutes in at most.
 
TressFX 2.0 with significant performance improvements was introduced not long ago plus it can do grass and fur as well. Thief and Star Citizen will make use of it and it's likely consoles will adopt it before any Physx based solution for obvious reasons.

http://developer.amd.com/wordpress/media/2013/11/TressFX11_v2.0.zip

http://www.guru3d.com/news_story/tr...y_amd_now_with_hairfur_and_grass_physics.html

http://www.pcgameshardware.de/AMD-R...Specials/TressFX-20-AMD-Technik-Demo-1104056/

http://www.slideshare.net/DevCentralAMD/gs4147-billbilodeau


Edit: Seems I was a bit too conservative, TressFX is ALREADY adopted and working on next-gen consoles. Tomb Raider Definitive Edition sports TressFX on PS4 and Xbox One.

http://www.eurogamer.net/articles/2...e-edition-is-more-than-a-facelift-dev-insists.
But it's the graphical improvements most are concerned about. Definitive Edition, which was built in a year by Crystal Dynamics, Sleeping Dogs developer United Front Games and Nixxes, has had a graphical lick of paint and features a tweaked version of Lara Croft's face. It also has the previously PC-only next-gen hair for Lara Croft, made possible via AMD's TressFX technology.

The TressFX tech was "custom written and optimised for Lara this first-time out for us on next-gen as we hadn't ever done it before on consoles", Amos explained.

I wonder if the PS4/Xbox1 version of Thief will have TressFX as well.
 
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Batman:AA implemented it's MSAA through DirectX ...

What are the license situations around TressFX and this?
 
Batman:AA implemented it's MSAA through DirectX ...

What are the license situations around TressFX and this?

My nVidia GTX 660 Ti ran Tomb Raider with TressFX on and I'm positive that nVidia didn't pay a dime to use it.

It's IHV-agnostic, and the post-release patch dramatically improved the performance on nVidia cards.
 
Another great looking detail I'm generally not going to notice unless I inspect things up close from a first party vendor who's tech won't work well on competitors stuff and is probably not terribly scalable to most actual game scenarios, like say wandering about a city area with 50+ npc's with that hair.

It's very nice looking, and a good advance, and when there's a good reliable paper on such with great performance and an easy artist workflow I'm looking forward to seeing such in games. Preferably after more important things like better indirect illumination and animation are solved.
 
It's IHV-agnostic, and the post-release patch dramatically improved the performance on nVidia cards.
The only way to get something IHV agnostic is if it's open source AND there is no secret/implied contract with the developer to not work together with the competitor to optimize it for their cards.

When something is only coded by one of the IHVs it will only ever be as good as needed to get adopted and no better (TressFX being an example of stuff which needed to be better to get adopted, as is PhysX on the consoles).
 
The only way to get something IHV agnostic is if it's open source AND there is no secret/implied contract with the developer to not work together with the competitor to optimize it for their cards.

No.
It's IHV-agnostic if it works with any IHV, which is the case.
 
seems that HairWorks is a permanent DC solution for now.

PhysXInfo.com: It was really a big surprise to see NVIDIA HairWorks utilizing DirectCompute API, while other NVIDIA hardware physics effects is typically exclusive to CUDA capable GPUs. What was the reasoning behind this decision?

Tae-Yong Kim: One of the goals of NVIDIA GameWorks is to solve hard visual computing problems in a way that balances implementation efficiency and time-to-market, runtime performance, and ease of integration. This requires choosing the right technologies, and sometimes that will lead to CUDA solutions, other times to DirectCompute, and other times to solutions using completely different approaches.

With NVIDIA HairWorks, the balance landed in favor of DirectCompute, partly because the simulation portion of the algorithm is a small part of overall runtime cost, which is dominated by rendering.
http://physxinfo.com/news/12197/introducing-nvidia-hairworks-fur-and-hair-simulation-solution
 
Since the other thread was killed, this needs to be here:

Q512mfX.jpg



:mrgreen:
 
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