NThibieroz
Newcomer
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 tricks. On modern GPUs (or even consoles) with large amounts of memory allocating a decent amount (e.g. a couple of hundred MBs) is a reasonable investment for those devs who want the highest hair effect quality in their game. Nonetheless AMD also presented two alternatives for memory-constrained situations: tiled mode and mutex (although those tend to have a performance impact compared to the default solution).The AMD version has unbounded memory requirements, which means it can unpredictably fail on complicated scenes. This makes developers somewhat wary of using AMD's OIT algorithm.
Besides the stability improvement, I think the Intel version is likely to have better performance characteristics, as well.
I wouldn't be surprised if a PixelSync variant would run faster on Intel hardware but this is fairly moot point since only Intel supports PixelSync at the moment. Adaptive OIT is also a different algorithm which makes the comparison difficult (still relevant though).
With TressFX 2 we are now in the sub-ms cost for a model at medium-range 1080p resolution on an R280X.