Soldato
- Joined
- 5 Sep 2011
- Posts
- 12,881
- Location
- Surrey
Can of worms opening time:
http://arstechnica.co.uk/gaming/201...s-completely-sabotaged-witcher-3-performance/
Supposedly,earlier builds of the game worked fine until two months before release the Hair works libraries were included which lead to the controversy now.Apparently, AMD did offer TressFX but by then it was supposedly too late.
Apparently? Offered? What's that, like a passing gesture?
Simply disable HairWorks, problem solved. Even NVIDIA users are resorting to doing this on some cards. Out of the numerous games that could have benefited from TressFX we have only one. You can't possibly argue that this is anyone other than AMD's fault. I actually think TressFX IS better than HairWorks, so why have we seen nothing of it?
Ultimately, though, there's an additional amount of time and cost attached to including two very different types of technology to produce largely the same effect. According to AMD's Huddy, the company "specifically asked" CD Projekt Red if it wanted to put TressFX in the game following the revelation that HairWorks was causing such a large drop in performance, but apparently the developer said 'it was too late.'"
Why is it always someone else's fault? The only argument really is should developers actively choose to have this libraries. See this is the silent part of the argument and why it's really a lesser of two evils. On the one hand you've got TressFX. The source is completely open, anyone can optimise for this code. But these things take time. Time is money, and you have these libraries that Nvidia can offer in conjunction with a financial partnership, with toolsets that make these technologies far easier to implement.
So yes, like the article states, these things do take time - and seemingly from the uptake of TressFX, and the lack of public shader libraries in general produced by separate entities - it's not financially viable in general for companies to implement these effects.
Last edited: