You can check it out yourself from ATI's demo page:Geeforcer said:Correct me if I am wrong, but didn't R100 or R200 demos feature some chick as well? Does anyone remember what I am talking about?
jimmyjames123 said:What area of the US has the worst male-to-female ratio?
You guessed it - Silicon Valley.
Don't you mean worst "female-to-male" ratio?
Scarlet said:Isn't there a very good reason to do Nalu in the water?
Her hair, which I assume is where more of those polygons are going, will not move very rapidly, thus any performance challenges in that area are less likely to be noticed. If it was hair being whipped about in a breeze, I would assume that is somewhat harder.
Any comments?
Chalnoth said:That's just another way of saying that Ruby is less impressive visually.Bouncing Zabaglione Bros. said:Sounds like he's saying Ruby is the sort of thing that looks like a game, whereas Nalu looks like an impressive, but sterile tech demo.
A single Dawn or Nalu may look great on it's own, but it's limited even for a non-interactive game animation, because it's only the one character on a very simple background.
If I wanted to look at what game characters could look like in upcoming games, I'd look at development screenshots/videos for upcoming games.
jolle said:Scarlet said:Isn't there a very good reason to do Nalu in the water?
Her hair, which I assume is where more of those polygons are going, will not move very rapidly, thus any performance challenges in that area are less likely to be noticed. If it was hair being whipped about in a breeze, I would assume that is somewhat harder.
Any comments?
Well, cant say for sure, but the speed things move in 3d, seems to me
as if it wont matter performancewise..
One of the reasons could be to not have to make some background setting
for it..
like that fairy on a singel branch with a texture behind it for FX5.. dawn..
Also the water gives another effect to render, the lightrays from the sun
and how they are cut of in her shadow...
I don't really see how that matters. Either way, it's not current games. With a complex object in a (relatively) simple environment, you're just looking a little bit further into the future.Scarlet said:What I was trying to convey was that Ruby was placed in a more complex environment than Nalu is, and as a consequence I was better able to see what is possible in future games.
But it was much easier to have realistic hair animation underwater. The equations are simply much less complex. Heck, I've never seen convincingly-rendered dry hair (as an example, consider the Final Fantasy movie).Scarlet said:The sunbeams and shadows things could just as easily been demonstrated in an early morning scene in a forest/meadow with light fog near the ground (Hey - they coulda done that with Dawn!). Besides, I thought the modeling of that was not quite so well done. As a RL diver, the sunbeams looked kind of "stiff" to me. Any other divers seen the demo and have an opinion?
No, I'm saying it was unconvincing. Not that it was bad, compared to what anybody else has done, but I think it just goes to show how hard hair really is to render.The549 said:I think that it would be cool if both nvidia and ati had both single hi-poly characters and characters rendered in environments. And Chanloth you were saying that FF the movie had good hair rendering, right?
I thought the hair was very good in FF, not perfect but almost. It's the last small percent that always gives an illusion away. I do agree, hair has got to be one of the hardest rendering challenges there is. The physics simulation of hair is like trying track the movements of a pigeon eating crumbs, only harder.Chalnoth said:Heck, I've never seen convincingly-rendered dry hair (as an example, consider the Final Fantasy movie).
With a complex object in a (relatively) simple environment, you're just looking a little bit further into the future.
The549 said:Yeah, the hair looked good, but the physics was off; it looked a bit heavy i think. Like they forgot air resistance/hair had too much inertia.