TressFX: A new frontier of Realism in PC gaming

Discussion in 'Rendering Technology and APIs' started by UniversalTruth, Feb 25, 2013.

  1. Dave Baumann

    Dave Baumann Gamerscore Wh...
    Moderator Legend

    Joined:
    Jan 29, 2002
    Messages:
    14,090
    Likes Received:
    694
    Location:
    O Canada!
    I think a lot of that is true for the normally rendered hair, but it still looks a lot better than the default. And, yes, adding more elements based on physical conditions (adding mud, extra weight for being wet, etc.) are things that are being discussed and can be added (though not necessarily in this title).

    For now, TressFX is a shampoo and conditioner, and its doing the job well by keeping her hair clean and shiny regardless of what she's going through! ;)
     
  2. Rodéric

    Rodéric a.k.a. Ingenu
    Moderator Veteran

    Joined:
    Feb 6, 2002
    Messages:
    4,080
    Likes Received:
    997
    Location:
    Planet Earth.
    That made me laugh :)
     
  3. Bouncing Zabaglione Bros.

    Legend

    Joined:
    Jun 24, 2003
    Messages:
    6,363
    Likes Received:
    83
    I dunno, I was underwhelmed by TressFX. It looks better, but it's still not right, it's still "uncanny valley". It's too light and fluffy, like feathers, and it flows around in weird ways. The ponytail sticks out too far in a straight line out the back of Lara's head, like she's got her hair wound around a two inch stick.

    It's like when you play Dead Space 3. You've just killed these big monsters, and then you're stomping through them, and the body parts are flying around like they have no weight, sticking to all the wrong things like they are made of tissue paper and they have stuck themselves to your trousers because of static electricity. It's totally incongruous with how you expect things to behave, and TressFX is still having that problem.

    If you want to get hair right, it doesn't swing around like it's made of liquid, or fine feathers, or tiny threads. It has some weight, some structure it bounces and moves with wind and movement, but it's all in relation to the person, not some independent squirming thing.

    Take a look a Cameron Diaz's hair in "Knight & Day". Seriously, it looks like they spent a lot of time on her hair. It's moving and swishing about all the time, but it's within the context of her hairstyle, not some separate thing clinging to the back of her head. The movement is limited. When she swings her head, her hair moves only so far, and then bounces back. It doesn't fly around like an independent thing moving in a wind that isn't there for anything else.
     
  4. kyetech

    Regular

    Joined:
    Sep 10, 2004
    Messages:
    532
    Likes Received:
    0
    I think I will reserve judgement on the tech until I can see the full scope of it in a stand alone tech demo.

    Dave will they release a tech demo soon? Possibly for the launch of next gen cards?
     
  5. Wynix

    Veteran

    Joined:
    Feb 23, 2013
    Messages:
    1,052
    Likes Received:
    57
    I think AMD have taken a good first step, now they can slowly improve and refine it until we get some very realistic hair physics at low performance cost, also at low performance cost. :wink:
     
  6. Malo

    Malo Yak Mechanicum
    Legend Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,931
    Likes Received:
    5,533
    Location:
    Pennsylvania
    So basically unless it's CGI quality with perfect physics and motion, don't bother at all?
     
  7. Bouncing Zabaglione Bros.

    Legend

    Joined:
    Jun 24, 2003
    Messages:
    6,363
    Likes Received:
    83
    I certainly didn't write that.

    There's a certain point where CGI becomes realistic. When your brain doesn't register it as looking like something real that we know and understand, but not behaving in the way that it should. TressFX is not there yet. In fact, it's more grating because hair is something we understand very well from the real world, so the fact that TressFX is not perfect jumps out at me dramatically and noticeably. Things can't just look right, they have to behave right too. TressFX in it's current form is certainly not as big a deal as is being made out.

    So while I applaud AMD and Crystal Dynamics for making forward steps, TressFX doesn't live up to the hype. It's more realistic, but it's still has a ways to go to not be obviously jarring in an uncanny valley sort of way.
     
  8. swaaye

    swaaye Entirely Suboptimal
    Legend

    Joined:
    Mar 15, 2003
    Messages:
    9,045
    Likes Received:
    1,119
    Location:
    WI, USA
  9. AlphaWolf

    AlphaWolf Specious Misanthrope
    Legend

    Joined:
    May 28, 2003
    Messages:
    9,470
    Likes Received:
    1,686
    Location:
    Treading Water
    Maybe because it used Havok.

    ______

    After checking out some of the gifs on gaf I think TressFX looks great. This could save virtual planets in the future by eliminating the excessive use of hair spray.
     
  10. Wynix

    Veteran

    Joined:
    Feb 23, 2013
    Messages:
    1,052
    Likes Received:
    57
    No one has cared enough to put in the effort, on top of needing more powerful hardware.

    I hope AMD changes that with Tressfx though.
     
  11. Malo

    Malo Yak Mechanicum
    Legend Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,931
    Likes Received:
    5,533
    Location:
    Pennsylvania
    A directx based standard will certainly help surely.
     
  12. lanek

    Veteran

    Joined:
    Mar 7, 2012
    Messages:
    2,469
    Likes Received:
    315
    Location:
    Switzerland
    Stream on PCper over ... definitively Tress could be better, but on some parts the result is just excellent ( ofc could be linked to humidity etc, but well you need some gpu time for render the game too ) .

    I believe if we arrive to get the same result on the cutscenes where it feel more realist and more pushed on wind physic this will be a big gain for games in the next years.

    Need say, the Lara haircut is not forcibly the most easy in term of physic, because naturally when you run, the head shake with this can directly feel like the hair are jumping around. ( i think the point here is this is the base used for the "standard " hair who bring mostly this ). There's something with the speed movement anyway, when you are walk or lean or the action is based close of the hair ( when approaching slowly a target, the result become really impressive )
     
    #92 lanek, Mar 6, 2013
    Last edited by a moderator: Mar 6, 2013
  13. thatdude90210

    Regular

    Joined:
    Aug 9, 2003
    Messages:
    937
    Likes Received:
    6
    Damnit. I played the first 9% of the game and didn't realized there was a separate setting for TressFX, I thought I just had to turn on Tessellation. No wonder I thought the hair looked ok, nothing we haven't seen before. lol.

    Now that it's turned on, it definitely makes a big difference. Like individual strands of hair vs a clump of hair. The physics of the hair may be off, but I wish Femshep had hair this shiny and healthy. :)
     
  14. Kaotik

    Kaotik Drunk Member
    Legend

    Joined:
    Apr 16, 2003
    Messages:
    10,245
    Likes Received:
    4,465
    Location:
    Finland
    Curious, in the benchmark the hair is blown from wrong direction, but in-game it's blown from correct direction in same scene
     
  15. Are there any plans to make the physics simulation part of TressFX done on a separate GPU other than the one rendering the game?
    Let's say.. offloading that task to the iGPU in an AMD APU? :grin:
     
  16. dagamer

    Veteran

    Joined:
    Dec 23, 2011
    Messages:
    1,261
    Likes Received:
    1
    Location:
    Houston, TX
    TressFX uses DirectCompute, which IS a DirectX-based standard. However, Nvidia didn't get the game until last weekend to optimize driver support.

    I'm sure they'll improve performance, but from what I read, Kepler's compute isn't as great as that in Southern Islands.
     
  17. Gipsel

    Veteran

    Joined:
    Jan 4, 2010
    Messages:
    1,620
    Likes Received:
    264
    Location:
    Hamburg, Germany
    That is exactly what Malo was using as an argument for the hope that it (or some similar approach) may be used on a larger scale. ;)
     
  18. dagamer

    Veteran

    Joined:
    Dec 23, 2011
    Messages:
    1,261
    Likes Received:
    1
    Location:
    Houston, TX
    Oh, I think I read that incorrectly. Anyway, I never did really like proprietary standards like CUDA or PhysX because lock-in is never a good thing for the consumer in the long run.
     
  19. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,059
    Likes Received:
    3,119
    Location:
    New York
    http://forums.videocardz.com/topic/409-amd-tressfx-dx11-hair-physics/?p=1828

    TressFX performance hit.

    HD 6970 -35%
    HD 7970 -33%
    GTX 580 -28%
    GTX 680 -27%

    This is just one source but it doesn't look like TressFX is particularly hard on nVidia hardware. Also Fermi doesn't seem to be doing any better than Kepler. The problem with TombRaider on Geforces probably lies elsewhere.
     
  20. dagamer

    Veteran

    Joined:
    Dec 23, 2011
    Messages:
    1,261
    Likes Received:
    1
    Location:
    Houston, TX
    Hmm... I didn't know that TressFX hits framerate so badly. I'm playing with a 7970 and still get a pretty good frame rate so it's harder to notice.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...