TheChewyWaffles
Member
I hooey this means it's coming to next-gen consoles.
LmaoI like to pretend he was banned for this comment.
Yeah, the cloth simulation and hair effects in Alice being PhysX-based is a common misconception.
A CDPR dev said that the effect may make it into the console versions depending on the resources available once the rest of the game is up and running, but considering the ridiculous performance penalty PhysX typically imposes, I think he was just being diplomatic.
Please tell me they learned how to make hair look natural and not always moving even with no wind wasting precious GPU cycles. The first implementation was literally broken and looked like crap most of the time.
A-Buffer Fill is expensive in very close proximity on my 560Ti, up to 7-8ms.
Sorting and drawing is managable, only up to 2ms.
Scene and shadow rendering and simulation is almost free.
In typical Lara distance from camera whole scene cost less than 5ms, so its manageable.
---
Any info what A-Buffer Fill is?
So what games are going to use this 2.0 tech?
Most likely Tomb Raider: Reflections, what else though??
Accumulation buffer for the strand of hair?
So what games are going to use this 2.0 tech?
Most likely Tomb Raider: Reflections, what else though??
Well, I think it was just a simple case of They didn't know end specs of the consoles yet and couldn't say yes or no to anything, so they left it open.
I mean more, how it depend really. Bandwidth, raw power etc.
I found more info in TressFX.pdf
It relays on pixel and vertex shader performance. It is also responsible for their AA solution for strains.
-----
Star Citizen.
So what games are going to use this 2.0 tech?
Most likely Tomb Raider: Reflections, what else though??
I hope they implement it on many PS4 games like The Witcher 3 which has good fur tech on wolves, but I think TressFX 2.0 may surpass it with less rerssources. I would have fur on wolves with 30 FPS or even 900p rather than 1080p with old gen wolves, I mean
Pantene's finally tapping into the canine market, I see.
Man, Star Citizen is using everything!
Its two years away, it should :) And will probably use more, because Crytek is supporting everything is coming out.
Like recently showed in editor volumetric shadows from point lights on fog, which havent even been used in Ryse.
http://docs.cryengine.com/display/SDKDOC2/Point+Light+Volumetric+Effects?src=search