• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

Checking In On AMD’s TressFX 2.0

To be fair, efforts like these from AMD do seem to have convinced Nvidia to make physx flex multi vendor (directcompute), its all good for end users

Agreed.

Star Citizen will be using TressFX, as well as GameWorks, as well as PhysX, as well as Mantle.... I think they have the game pretty much covered :D
 
To be fair, efforts like these from AMD do seem to have convinced Nvidia to make physx flex multi vendor (directcompute), its all good for end users

Like Global Illumination on the Unreal 4 engine demoed for Tegra last night, GI is also AMD tech and runs on Direct Compute.

I have to admit i was quite intrigued to see Nvidia seemingly gearing for AMD's open standard tech, perhaps there is hope for Nvidia also taking up Mantle.
 
Be nice to see some better grass and hair :)


I still haven't got round to playing tomb raider yet and seeing Lara's hair for my self.
 
Be nice to see some better grass and hair :)


I still haven't got round to playing tomb raider yet and seeing Lara's hair for my self.

Its a great game, she looks good and so does her shampoo add hair.

But seriously it is a very good game in its own right.
 
Well , Well well :D I called it.

You kinda haven't.

It being used for more than just hair isn't a breakthrough (Check original threads as there was plenty of talk about it) but it's still only been used in one game, thus it's still a one hit wonder so far (Given its use in one game currently released), and in its original implementation, with the grunt it was using, can you imagine it being used for a field? it'd be a slide show :p
 
Like Global Illumination on the Unreal 4 engine demoed for Tegra last night, GI is also AMD tech and runs on Direct Compute.

I have to admit i was quite intrigued to see Nvidia seemingly gearing for AMD's open standard tech, perhaps there is hope for Nvidia also taking up Mantle.

unfortunately the version of GI that is integrated in to UE4 is baked in, after they decided to drop the SVOGI version they used for the Samaritan demo. (as the consoles couldn't run it in realtime unlike the 680 they used for the demos).. luckily game devs will be free to use Nvidia's Dynamic Global Illumination library from GameWorks if they want real GI

svogi was developed in house at Epic anyway
 
Last edited:
Its a great game, she looks good and so does her shampoo add hair.

But seriously it is a very good game in its own right.

Yes it pretty funny the whole game being based around her hair but I defo looking forward to it. I been short of ssd space so never got round to installing it but got a new ssd in the sales just need to slot it in.

I should get round to playing with Lara's hair by end of the week.
 
The weird thing is that they bundled it with 7870's.
TressFX at launch with a 7870. Lol.

It's a bit of a performance killer, or was when I played it (launch) with a 1000MHZ 7970.
 
Yes it pretty funny the whole game being based around her hair but I defo looking forward to it. I been short of ssd space so never got round to installing it but got a new ssd in the sales just need to slot it in.

I should get round to playing with Lara's hair by end of the week.

I have always been a fan of the Tomb Raider games since the first Playstation. This game keeps up the tradition and the environments are stunning and the gameplay is fluid. Well worth playing IMO and I loved it.
 
unfortunately the version of GI that is integrated in to UE4 is single bounce, after they decided to drop the SVOGI version they used for the Samaritan demo. (as the consoles couldn't run it in realtime unlike the 680 they used for the demos).. luckily game devs will be free to use Nvidia's Dynamic Global Illumination library from GameWorks if they want real GI

There is nothing different about what Nvidia call "Global Illumination Works" and "Global Illumination" they are both real time and run on Direct Compute
 
There is nothing different about what Nvidia call "Global Illumination Works" and "Global Illumination" they are both real time and run on Direct Compute

not according to Tim Sweeney;

This means that UE4 supports realistic real-time reflections, realistic specular lighting, and a combination of direct lighting with pre-computed Global Illumination.

UE4 is baked in, not realtime
 
not according to Tim Sweeney;



UE4 is baked in, not realtime

Tim Sweeney is taking it up for Nvidia, thats his job


Global Illumination, the one that you find in Direct X using Direct Compute, the one that AMD put there. is not baked in, it is realtime, look it up, infact you can find the SKD libraries in the link i posted on page one.
Global Illumination in Direct X was created so that developers did not need to bake in 1000's of light sources, exactly what Tim Sweeney is describing. he is right, thats exactly what it is, but because he said it under the Nvidia banner its all Nvidia?

I would need to do some more digging, but i wouldn't be at all surprised if Nvidia GameWorks simply connects to Global Illuminations thats already in Direct X and calls that "Global Illumination Works"
 
Last edited:
UE4 did have SVOGI in the demos which was developed in-house at epic but decided it was too expensive for real games, so they replaced it with specular lighting and "other tricks" to mimic GI - the comment I posted was purely in a response to people asking where SVOGI had gone, it had nothing to do with nvidia

I can find the info on AMD's version of realtime GI, however it doesn't say anything about it being an actual part of DirectX11, it is developed using direct compute so yes it will work on both vendors cards, but this isn't the "GI" that UE4 is using

most everything else in GameWorks is directcompute or has directcompute versions as far as I can find, so devs can use either NV's or AMD's version (or both)

I'll admit I don't know a lot about lighting so happy to be proven wrong - just remembered that Epic's GI was developed in house and that they dropped it to use baked in effects because they didn't want to have two separate engines for PC and console

Edit: the only reference I can find to dx11 and GI is from the nvidia SDK for 11 that says
Last, Diffuse Global Illumination is an implementation of the "Cascaded Light Propogation Volumes for Real-Time Indirect Illumination" first described by Crytek in 2010, and shows one way of approximating indirect illumination effects in a dynamic scene.
 
Last edited:
I have always been a fan of the Tomb Raider games since the first Playstation. This game keeps up the tradition and the environments are stunning and the gameplay is fluid. Well worth playing IMO and I loved it.

Cool thanks for the heads up looking forward to it even more now.

Will a high clocking 280x+3570k be enough for max settings 1080p?
 
I used to be able to run Tress FX + Tomb Raider plus Ultimate settings with TressFX on a single overclocked 7970 at 1440P with no frame rate problems.
 
Back
Top Bottom