NThibieroz
Newcomer
Here we go again. And then you wonder why I'm questioning your agenda...Which, as I've mentioned before, AMD still will not allow other IHVs to post optimized versions of as Mr. Huddy knows first-hand AMD folks please correct me if you've changed your minds on this issue... as you've said yourselves let's all collaborate on making the graphics industry better, right?
There is no ambiguity about AMD SDK source code access and use by game developers. Such game developers are free to download, integrate and ship AMD effects from the SDK into their game. And we do not preclude them from optimizing or modifying code prior to shipping. That's all there needs to be said on this.
Sorry for the off-topic but if there is one thing NVIDIA is good at it is marketing, and that includes their own effects . The Hairworks authoring pipeline they have shown indeed seems fairly complete, but my (obviously biased although informed) opinion is that the effect in itself lacks in quality and performance. It really requires MSAA enabled to start looking OK, which I think is an unreasonable requirement to ask of (usually deferred) game engines. The use of isoline tessellation is also a performance hog (especially on AMD hardware where the effect can be up to 7x slower compared to equivalent NV parts). Finally the lack of a proper OIT solution can make it look like "spaguetti rendering" since without MSAA hair strands thickness becomes an issue (you may get away with it with very dark hair/fur though). I would encourage anyone to try out the fur in COD Ghosts and observe the quality of the effect when MSAA is disabled.Silent Guy said:I'm sure TressFX is a neat effect, but in terms of scope, it's in the 'hey, cool research project', league. Not exactly the kind of stuff GW seems to have.