Well, YT video for tressfx in motion (Tomb Raider):
http://www.youtube.com/watch?v=oAX_veVl40A
With all due respect to AMD developers, I don't like it. It's pretty on screenshots, but I was expecting something better than that: way too bouncy flocks of 'curtain' hair, with a not very refined collision detection. Water doesn't seem to have any (noticeable?) effect on hair physics either.
Again, at this point of the generation I think we should see far better hair simulation. Even on PS1 days we saw some pretty decent (bearing in mind the technical limitations and polygon budget at that time) hair and cloth simulation; I remember Street Fighter EX 2, for instance, where hair and skirts were pretty cool, and now I'm seeing the same thing with just more polygons... Is this it, really?
Maybe I'm just feeling too bitchy, today...
Well, YT video for tressfx in motion (Tomb Raider):
http://www.youtube.com/watch?v=oAX_veVl40A
With all due respect to AMD developers, I don't like it. It's pretty on screenshots, but I was expecting something better than that: way too bouncy flocks of 'curtain' hair, with a not very refined collision detection. Water doesn't seem to have any (noticeable?) effect on hair physics either.
Again, at this point of the generation I think we should see far better hair simulation. Even on PS1 days we saw some pretty decent (bearing in mind the technical limitations and polygon budget at that time) hair and cloth simulation; I remember Street Fighter EX 2, for instance, where hair and skirts were pretty cool, and now I'm seeing the same thing with just more polygons... Is this it, really?
Maybe I'm just feeling too bitchy, today...
See now how far secondary dynamics on characters have to go? Told you all
What I am trying to say here is that this is a field that has seen very little development so far and it will require a lot of attention in general. It is very likely that new technology has to be invented as the approaches used in offline CG aren't easy or perhaps even impossible to translate into realtime.
Same for clothing and other secondary dynamics.
This AMD tech is just something like a first baby step and my comment was meant to be about the entire issue.
However, keeping this on topic (), what's the polygon difference in TressFX? Looks low-poly-count to me. I think there's plenty of scope to improve hair-tech by increasing counts for hair.
I agree. As I said in my previous post, this doesn't impress me much: not very good physics wise, nor polygon wise. Well, I think the worst here are physics; with the same polygon budget I think that we could achieve better results, if physics were convincing.
Again, I don't want to believe that if we don't have better hair solutions it's just because of current hardware. Again! We had similar physics even in PS1 era! Why so little improvement, if current hardware is X times more powerful?