TressFX: A new frontier of Realism in PC gaming

Is it me or does the game look like a giant QTE in a corridor?

As said upper... well there's some little bit of it ( like in all games todays sadly ), but the games is not this... the first hour is a bit too much closed environnement, it is like a training but then the environnement open.. The first hour is not really representative of the rest of the game. ( too much QTE action and too much close ( a little bit like the first hour of FC3 or some fps we have seen lately ).

If they could have do better on some aspect, it look to be a really good game.. All the review i have read are completely enthusiast about it ( and thoses are test, not preview ). ( console version anyway )
Yet, following a bombastic final third, the 10-15 hour long story draws to a particularly memorable conclusion, and these things hardly seemed to matter. It takes around 20 hours to fully explore the entire island, something you'll instantly feel compelled to do, and at the end your thoughts will turn to the inevitable sequel - and how Crystal Dynamics will look to top this. Because rest assured: Lara is back.
http://www.computerandvideogames.co...st-everything-right-review/?page=2#top_banner

The Verdict

Tomb Raider is well-written, sympathetic, exciting, beautiful and just incredibly well-made. The single-player rarely makes a mis-step, and though Lara's quick transformation into a hardened killer seems at odds with the narrative at first, the game quickly moves past it. It is a superb action game that brings a new emotional dimension to one of gaming's most enduring icons, and repositions her alongside Nathan Drake at the top of gaming's action-hero heirarchy.


http://www.gameinformer.com/games/tomb_raider/b/xbox360/archive/2013/02/25/tomb-raider-review.aspx

http://www.gamespot.com/tomb-raider/reviews/tomb-raider-review-6404378/
 
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I'd like to see it collide and not clip into world geometry as well (tree's, walls, etc.). This bit is the one I'm not holding my breath for considering they still can't make weapons you are holding not clip into geometry. :)

Regards,
SB

I think the problem with weapons is that you could handle collisions between your rifle and the environment, but then your character would be over 1 meter "long". Which means it would be difficult to slip through tight spaces, take cover close to a wall, etc.

In real life, of course, you'd just pull your rifle up, or generally speaking allow your grip some flexibility, but that quickly gets complicated in a game. For hair it's not that much of an issue, it's flexible, doesn't affect gameplay, and occupies almost zero volume. The only problem is computational.

I'd love for it to interact with rain etc. But yeah lets get hair that acts like dry hair before we get our hopes up about it getting wet and acting properly there.

[url=http://blogs.amd.com/play/tressfx/]AMD's blog[/url] said:
Stranded on a beach in driving rain, Lara’s hair hangs heavy and matted with TressFX Hair; the real-time physics calculation accounts for both moisture and wind. - See more at: http://blogs.amd.com/play/tressfx/#sthash.d7hH9dqW.dpuf

From what I understand, this should be relatively easy: a simple change to the mass of hair strands ought to do it.

As said upper... well there's some little bit of it ( like in all games todays sadly ), but the games is not this... the first hour is a bit too much closed environnement, it is like a training but then the environnement open..

If they could have do better on some aspect, it look to be a really good games.. All the review i have read are completely enthusiast about it ( and thoses are test, not preview ). ( console version anyway )

http://www.gameinformer.com/games/tomb_raider/b/xbox360/archive/2013/02/25/tomb-raider-review.aspx

http://www.gamespot.com/tomb-raider/reviews/tomb-raider-review-6404378/

Thanks (to others as well). I guess I might give this game try, then.
 
Game rendering is all about hacks and compromises so I'm not about to expect fully single strand AA translucent hair with collision, but something in between what we have now and what is possible in CGI would be fantastic, and this is looking like it.
 
As was pointed out on The Tech Report, someone else needs some TressFX love:

ati-ruby1.jpg


Wink, wink, AMD!
 
Looks pretty. Perhaps not perfect but looks a lot better than the screenshots without. Very curious about performance. I'm guessing it wont be too bad otherwise they wouldn't be showing it of now.
 
Looks pretty. Perhaps not perfect but looks a lot better than the screenshots without. Very curious about performance. I'm guessing it wont be too bad otherwise they wouldn't be showing it of now.

I agree - and am very much looking forward to seeing this on my home PC with 7970. :) Hope TR runs on a measly dualcore though...
 
I suppose Lara is the only character who gets the Pantene treatment? That's gonna look really jarring during the many scenes with other characters. Another problem is that it doesn't look anyhwhere near filthy enough. The girl is pretty much covered in mud and blood from top to bottom, yet the tech demo wig is always spotless.

So yeah, looks really impressive, but just like most bolted-on tech features it's probably gonna look rather out of place.
 
Yeah. I also wanna know just by how much it's gonna affect performance. Hopefully it runs better than PhysX.

I dont know exactly what physic engine is running the game ( surely an own studio engine ) so basically as there#s many other things who is allready simulate by it, i dont know what will be the result. you dont want use 85% of the gpu just for render the hair of Lara, when you have particule ( a lot of fire, rain and dust ).. for what i have seen the environnement is really well rendered . Lets not forget it is a game and not a tech demonstration.
 
any DX11 cards . Directcompute is not available outside DX11 .

Actually DirectCompute is available for anything DX10 in theory, in practice GF8000 and up and HD4000 and up. DirectCompute 5.0, however, is DX11 only and apparently this uses it.
 
Actually DirectCompute is available for anything DX10 in theory, in practice GF8000 and up and HD4000 and up. DirectCompute 5.0, however, is DX11 only and apparently this uses it.

No, DirectCompute 4.0/4.1 (4.0 = d3d 10, 4.1 = d3d 10.1) is optional. And iirc not very useful.
 
Someone at 3DC found these gameplay videos:

(second one is recorded on a badly performing GPU)

Appears that some rework of the the collision geometry could improve the results. Or didn't they take the new smaller cup size of Lara into account?
 
Appears that some rework of the the collision geometry could improve the results. Or didn't they take the new smaller cup size of Lara into account?
The bounding box on Laras body is clearly too big indeed.

Also the wind seems to be pushing the cloths (first video) in other direction than the hair?
 
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