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TRESSFX: A NEW FRONTIER OF REALISM IN PC GAMING

Bit tech very rarely know what they're talking about, same for custom PC, which used to be my favorite magazine until the BS was too much.

oh noes, someone says something about AMD that spoffle doesn't like, quick, best jump all over that and throw expletives at it

jeez... bit tech have said at the end of the article that they've contacted AMD directly for clarification but received no response, how's that for full disclosure
 
yeah, the AMD press release itself is suitably vague, just saying that it will work better on GCN, but places like Bit-tech seem to have assumed that it's AMD hardware only

yes it is vague, but i find it odd amd wouldn't outright say "nvidia cards can't do this so you can only get it if you buy our cards". it would just be a really strange strategy if they don't confirm it in the promo... imo. going by the tomb raider developer's words i'm going to make the opposite assumption to third party sites (i'm being optimistic... since it's likely these sites have better information than us :p)
 
oh noes, someone says something about AMD that spoffle doesn't like, quick, best jump all over that and throw expletives at it

jeez... bit tech have said at the end of the article that they've contacted AMD directly for clarification but received no response, how's that for full disclosure

Or they like to make assumptions based on little info? Hence the reason why I stopped reading them a while back.

It's a bit lame that you're picking at my post in the way you are when I'm basically saying that Bit Tech and CPC talk a load of BS. I didn't make that claim based on this single article.

Drama queen much?
 
This is a great step forward for immersion imho, hair has always looked dodgy in games and I'm really happy this is moving forward.

I do hope it works well on Nvidia hardware and doesn't cripple performance.
 
well if bit tech have contacted amd and received no response yet then it's not really safe to assume anything yet. making up incendiary falsehoods is an indication of poor journalism, though the stuff in the article might be an educated guess.

depends how true this is: "utilisation of AMD-specific technologies, including order-independent transparency using per-pixel linked-list data structures to reduce the memory required for the simulation". though this isn't exactly what the promo material says. amd's tressfx site says, "Building on AMD’s previous work on Order Independent Transparency (OIT), this method makes use of Per-Pixel Linked-List (PPLL) data structures". though since i don't know what these are, maybe bit-tech's version says effectively the same thing. dependent on whether "PPLL" (and OIT?) really are proprietary to amd or not, bit-tech might have a point.

regarding performance hit i assume it will make use of the 7000 series' large compute power. lots of people hoped the 7000's compute was a sign that future games might use that power, and maybe tressfx is the first step? i think we can assume at any rate it'll take a bigger toll, if nothing else, on nvidia cards over amd cards.
 
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yeah that does echo the idea that amd aren't interested in making proprietary features. though it still leaves the possibility that tressfx is heavily optimized to amd's architecture (gcn? compute?) such that using an nvidia card results in seriously gimped framerates. we won't know until tomb raider comes out. but tressfx or not i'm so fricking excited for that game O.O
 
Well nVidia gimped the compute performance themselves, so it corks very well be a case of it not running well on nVidia's cards because AMD's cards have significantly more compute performance.
 
See my post #93 re:hardware exclusivity & this tech.

Question: With your partnership with AMD, will there be any features in Tomb Raider that will be exclusive to gamers with AMD hardware, and unavailable to Nvidia users?

Answer:No there should not be. AMD has always been quite clear about that as well. We are working on features that are specific to the PC platform, but if they are DX11 features they will also work on Nvidia DX11 hardware.
 
Well nVidia gimped the compute performance themselves, so it corks very well be a case of it not running well on nVidia's cards because AMD's cards have significantly more compute performance.

That, ^^^ some things AMD introduced into games like Sleeping Dogs, Dirt Showdown.... don't work well on Nvidia GPU's

The only reason for that is those features use GPU compute, which with Nvidia, the GTX 600 series especially, is not much good.
 
Realistic breast bouncing is just disappointing given some of the crazy bouncing they'd do in earlier games.

Or any fighting game with a female, it's like jelly on speed.

DOA boob enhancements worked for me :D

Back onto the effect.
The story is, it's going to be running in Tomb Raider? I always thought the PSX physics were enough, they're just going to ruin it with realistic breast bouncing action.

Nothing wrong with this

f331uvE.gif
 
BAD HAIR DAYS

Since the dawn of the 3D era, characters in your favorite games have largely featured totally unrealistic hair: blocky and jagged, often without animation that matches your character’s movements. Many games have attempted to disguise the problem with short haircuts, updos, or even unremovable helmets. But why? Simply: realistic hair is one of the most complex and challenging materials to accurately reproduce in real-time. Convincingly recreating a head of lively hair involves drawing tens of thousands of tiny and individual semi-transparent strands, each of which casts complex shadows and requires anti-aliasing. Even more challengingly, these calculations must be updated dozens of times per second to synchronize with the motion of a character.

A NEW FRONTIER OF REALISM

Lara Croft is an iconic character with an equally iconic ponytail. Re-imagining Lara (and her haircut) for the 2013 release of Tomb Raider wasn’t just an opportunity to modernize the character, it was an opportunity to substantially advance in-game realism by tackling the long-standing challenge of unrealistic hair. Through painstaking collaboration between software developers at AMD and Crystal Dynamics, Tomb Raider proudly features the world’s first real-time hair rendering technology in a playable game: TressFX Hair.

image.png
[/url]

TressFX Hair revolutionizes Lara Croft’s locks by using the DirectCompute programming language to unlock the massively-parallel processing capabilities of the Graphics Core Next architecture, enabling image quality previously restricted to pre-rendered images. Building on AMD’s previous work on Order Independent Transparency (OIT), this method makes use of Per-Pixel Linked-List (PPLL) data structures to manage rendering complexity and memory usage.

image.png

DirectCompute is additionally utilized to perform the real-time physics simulations for TressFX Hair. This physics system treats each strand of hair as a chain with dozens of links, permitting for forces like gravity, wind and movement of the head to move and curl Lara’s hair in a realistic fashion. Further, collision detection is performed to ensure that strands do not pass through one another, or other solid surfaces such as Lara’s head, clothing and body. Finally, hair styles are simulated by gradually pulling the strands back towards their original shape after they have moved in response to an external force. Graphics cards featuring the Graphics Core Next architecture, like select AMD Radeon™ HD 7000 Series, are particularly well-equipped to handle these types of tasks, with their combination of fast on-chip shared memory and massive processing throughput on the order of trillions of operations per second.

WINDY ENVIRONMENTS

Wind tears through a perilous chasm, whipping Lara’s ponytail to the side. With TressFX Hair, each one of her thousands of individualized strands of hair are constantly changing with the windspeed.

image.png

RAINY ENVIRONMENTS

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.

image.png

DRY ENVIRONMENTS

image.png

Reading over the ruins of an old map, TressFX Hair allows every movement of Lara’s head to be reflected in thousands of strands of hair—all in real time.


http://blogs.amd.com/play/tressfx/
 
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BAD HAIR DAYS

Since the dawn of the 3D era, characters in your favorite games have largely featured totally unrealistic hair: blocky and jagged, often without animation that matches your character’s movements. Many games have attempted to disguise the problem with short haircuts, updos, or even unremovable helmets. But why? Simply: realistic hair is one of the most complex and challenging materials to accurately reproduce in real-time. Convincingly recreating a head of lively hair involves drawing tens of thousands of tiny and individual semi-transparent strands, each of which casts complex shadows and requires anti-aliasing. Even more challengingly, these calculations must be updated dozens of times per second to synchronize with the motion of a character.

A NEW FRONTIER OF REALISM

Lara Croft is an iconic character with an equally iconic ponytail. Re-imagining Lara (and her haircut) for the 2013 release of Tomb Raider wasn’t just an opportunity to modernize the character, it was an opportunity to substantially advance in-game realism by tackling the long-standing challenge of unrealistic hair. Through painstaking collaboration between software developers at AMD and Crystal Dynamics, Tomb Raider proudly features the world’s first real-time hair rendering technology in a playable game: TressFX Hair.

image.png
[/url]

TressFX Hair revolutionizes Lara Croft’s locks by using the DirectCompute programming language to unlock the massively-parallel processing capabilities of the Graphics Core Next architecture, enabling image quality previously restricted to pre-rendered images. Building on AMD’s previous work on Order Independent Transparency (OIT), this method makes use of Per-Pixel Linked-List (PPLL) data structures to manage rendering complexity and memory usage.

image.png

DirectCompute is additionally utilized to perform the real-time physics simulations for TressFX Hair. This physics system treats each strand of hair as a chain with dozens of links, permitting for forces like gravity, wind and movement of the head to move and curl Lara’s hair in a realistic fashion. Further, collision detection is performed to ensure that strands do not pass through one another, or other solid surfaces such as Lara’s head, clothing and body. Finally, hair styles are simulated by gradually pulling the strands back towards their original shape after they have moved in response to an external force. Graphics cards featuring the Graphics Core Next architecture, like select AMD Radeon™ HD 7000 Series, are particularly well-equipped to handle these types of tasks, with their combination of fast on-chip shared memory and massive processing throughput on the order of trillions of operations per second.

WINDY ENVIRONMENTS

Wind tears through a perilous chasm, whipping Lara’s ponytail to the side. With TressFX Hair, each one of her thousands of individualized strands of hair are constantly changing with the windspeed.

image.png

RAINY ENVIRONMENTS


I can see that ^^^^ taking some processing power.
 
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