AMD's "tressfx" unveiled; Lara can take care of her own hair [DX11 compute]

We also can't lose sight of the broader applications of the technology either: cloth simulation, grass and underbrush, leaves on trees, better rope simulation, and all of these things without significant interpenetration issues. Next gen worlds are going to look and be a hell of a lot more dynamic.

Wasn't all this already done by PhysX or Cryengine. cloth sim has been in games since 2007
 
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.
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.

Next gen hair is here.
 
The hair really doesn't suit Lara's low-res model in that image.

It is the dissonance caused by a high end PC feature being enabled on a model designed to work with current console hardware. I can't wait for the new consoles to come out so we can finally stop with the trickery and actually play with high poly models.

On the other hand, am I a graphics whore for this making me buying Tomb Raider certain, just so I can how TressFX runs on my Nvidia card?
 
Wasn't all this already done by PhysX or Cryengine. cloth sim has been in games since 2007
It has indeed, but what's exciting is that this doesn't seem to be the sort of proprietary suite that sees very little traction. If AMD are content with licensing it, it could be plugged into a number of different engines and systems.
 
tress_before_after4.jpg

hair looks amazing but model sure is fugly with fugly textures
 
Really not sure why some of you are getting so amped up over this.

Because of the implications it has. For one, we may possibly have a standard now, so no more physx. This can be applied to other things besides just hair. Cloth physics, flowing grass, etc.

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.

This makes me happy. :)

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.

Music to my ears. :D
 
I didnt even know games actually had PhysX support.. I have a nvidia card and cant remember the last time it made much of a difference in a game?
 
I really hope this will work good on my 6950, but I have my doubts since it lacks in the DirectCompute department IIRC.
 
"Here's our new amazing tech for physics and movement in a video game... Look at these pictures"

Call me when there's video.
 
I've spent A LOT of time playing with main character hair in Alice: Madness Returns, but this is even better. I can't wait for TR now.

I think i have a hair fetish.
 
So, can anyone post the pics for those who were too late to check amd's blog?

Edit: ok, it works now.

Lara's non tressfx hair look crappy/low polygon. I guess they wanted to emphasize the difference/the devs didn't care about it.
 
It's written using DirectCompute, which is cross-platform. Should work even on Intel GPUs.

:)

Would it be more optimised for AMD or would it using Direct Compute make it a decent performing piece of tech on most capable hardware? Physx really adds to the atmosphere of some games (Batman Arkham series) but by being locked down to Nvidia only hardware it prevents itself from ever being used seriously.
 
:)

Would it be more optimised for AMD or would it using Direct Compute make it a decent performing piece of tech on most capable hardware? Physx really adds to the atmosphere of some games (Batman Arkham series) but by being locked down to Nvidia only hardware it prevents itself from ever being used seriously.

DirectCompute is a DirectX API, so it shouldn't really make a difference.
 
DirectCompute is a DirectX API, so it shouldn't really make a difference.

There's always the possibility of code that favors the strengths of a specific card/line over another's or that touches upon not-often-used areas/features which require new drivers to perform at full capacity.
 
Ever since I played Alice Madness Returns, I've wanted hair in games to be more realistic. Will support SE with a purchase if this isn't locked to AMD card, which should be unlikely.
 
Ever since I played Alice Madness Returns, I've wanted hair in games to be more realistic. Will support Ubisoft with a purchase if this isn't locked to AMD card, which should be unlikely.

Tomb Raider is made by Crystal Dynamics, which is owned by Eidos, which is owned by Square Enix, and lately S-E is giving us awesome PC ports.
 
Ever since I played Alice Madness Returns, I've wanted hair in games to be more realistic. Will support Ubisoft with a purchase if this isn't locked to AMD card, which should be unlikely.

Is this some kind of joke around here like the protect one or the game is THAT generic?
 
So still no video huh? Hair looks perfectly clean, but maybe it is just because they want to show off the tech in ...best light.
 
There's always the possibility of code that favors the strengths of a specific card/line over another's or that touches upon not-often-used areas/features which require new drivers to perform at full capacity.

Yeah no, i imagine AMD drivers will be better optimized at first, but It's probably not not going to be a huge difference in frame rate, especially after Nvidia optimizes their drivers for the effect.

Creating a new industry standard is probably a better way of getting rid of the PhysX problem than trying to gimp the performance on other cards and hoping devs choose them over Nvidia.
 
Looks great. It's amazing how Alice Madness Returns still easily holds the title for best hair, you look at characters in recent games and it really feels like everything else evolved while hair animation is stuck in time. Finally someone fixed that.
 
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