http://physxinfo.com/news/12197/introducing-nvidia-hairworks-fur-and-hair-simulation-solution/NVIDIA HairWorks was firstly showcased at The Witcher 3 presentation half a year ago and recently used in an actual game title – Call of Duty: Ghosts – to provide “Dynamic Fur” simulation for animal characters. In comparison to other GPU accelerated physics features, Dynamic Fur was implemented through DirectCompute, which opens it for AMD users as well.
Tae-Yong Kim, physics programmer at NVIDIA, has agreed to answer some of our questions about HairWorks solution in general, and Call of Duty: Ghosts integration in particular.
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.
PhysXInfo.com: Can one hope for HairWorks solution to be ever made available for next-gen consoles – PS4 and Xbox One?
Tae-Yong Kim: We are looking into the feasibility for using NVIDIA HairWorks on next gen consoles, so stay tuned.
I honestly doubt Nvidia would give a shit about what forum warriors and a few game news site thought about it.It would be very dangerous for NVIDIA to have separate implementations for the consoles and the PC ... I doubt they want to go there. Maybe if they just do the PS4, the different API gives them a little wiggleroom for plausible deniability.
u wot
The context was kinda lost when MfA ninja'd in his post. I was replying to myself (and Jen).u wot
I don't think the developers matter either. It's the publisher and investors that care about the marketing agreements with Nvidia to ease the burden on the developers which reduces the bottom line on the game costs. With 75% of the GPU game market on PC, I just don't think they really care. The publishers get a checkmark for nice hair on the console AND PC version with no cost to themselves.I think the entire game industry knowing they have the code for it to run well on the XBOX One but simply not allowing it to be used on the PCs would cross a line with game developers. Do they really want to be seen by every developer as an asshole only tolerated for their wallet? I kinda doubt it.
I think in the end when they've milked this for what it was worth they'll fix the code to take away most of the performance hit, for consoles and PCs alike.
It's more intentional carelessness than anything else, geometry shaders and tesselation are a convenient way to program this and it works okay on NVIDIA hardware. AMD kinda did the same thing with TressFX by not having an alternative to OIT ... coverage based AA is an appropriate way to handle this kind of dense geometry, but presently it doesn't suit NVIDIA hardware. Of course the difference is source code ... and lets forget about the FUD of the hardware manufacturers working with developers at source code level being unusual, it's not for the really big titles.
I wish CDPR hadn't toed the company line by saying it's unfixable, it's such a disingenious thing to say ... accepting sponsorship with a few strings attached is one thing but being a PR tool is another.
I'm in the village right after the first time they see the flying monster, can't remember its name.