TressFX Hair 2.0 Announced - Looks Stunning And is Multi-Platform
Last Tuesday AMD revealed more than details about TressFX Hair ii.0. The company's second iteration of their in-house hair physics simulation technology for games. TressFX was the first comprehensive hair phsycis engineering ever featured in a 3D game. The technology showtime appeared in Tomb Raider in early on 2022 and has since also made its way to other games such as Lichdom Battlemage. In which the engineering science was demonstrated in a short but funny video.
An in-game demo of TressFX can be establish here. A technical demo of the engineering science is also bachelor.
TressFX Hair 2.0 Brings Performance and Visual Improvements.
AMD has introduced a plethora of improvements with the 2d iteration of TressFX. Including performance improvements, better scaling on lower end hardware, cross-platform support and some fantastic visual improvements.
But permit's non get alee of ourselves hither and allow'due south hash out one improvement at a time.
Operation Improvements
Commencement with performance AMD has gone through several code refinements to better upon the technology. The visitor even offers the source lawmaking for TressFX publicly on their website so anyone including game developers and even Nvidia can take it, implement information technology and improve upon it if they wish.
TressFX offers obvious benefits in comparing to Nvidia'due south HairWorks which offers similar functionality. Very much dissimilar TressFX nonetheless, GameWorks is a closed proprietary solution that is offered in a "BlackBox" DLL library format. So only Nvidia and those who are are close to it my utilize or even run into the code. This has sparked controversy leading many game developers and tech journalists to publicly criticize the program.
AMD demonstrated the performance difference betwixt TressFX and HairWorks by isolating the code and running information technology on both AMD and Nvidia hardware.
No only was TressFX nine times faster than HairWorks on AMD'southward hardware simply it was also faster than HairWorks running on Nvidia's own hardware. In fact AMD states that the performance hit of TressFX is identical on both Nvidia and AMD hardware. All the while HairWorks clearly favors Nvidia's hardware by a significant margin yet it is still slower.
AMD attributes this performance lead to the open up nature of the source code, assuasive both game developers and Nvidia to optimize it to their needs.
In an effort to brand TressFX even less taxing on lower terminate hardware AMD has introduced continuous LODs.
The farther you are the less intense and detailed the outcome needs to be, a simple and effective concept.
Visual Improvements
Moving on to visual improvements AMD has done a lot of piece of work to ensure that the physics simulation is every bit accurate as possible. This included numerous code tweaks and bug fixes. AMD introduced a new algorithm that simulates hair elasticity more accurately as well as more efficiently.
The event is more realistic looking and "feeling" hair and at a lower performance cost.
In add-on to the mentioned improvements to the code AMD has introduced a whole new visual issue called cocky shadowing.
The consequence gives the hair a very natural await and depth.
Grass, Fur and Cross-Platform Support
AMD has also appear cross-platform support between the PC and consoles. Because both consoles are powered by AMD's GCN graphics architecture utilizing TressFX 2.0 across platforms is pretty much straight forward. This is evidenced by the Tomb Raider Definitive Edition which launched on both the PS4 and XBOXONE with the TressFX Hair tech.
The first game to make utilise of TressFX Hair ii.0 according to AMD is Lichdom Battlemage. There are also numerous games coming out with the technology along with furnishings that bridge grass and fur.
List of improvements from Tress FX 1.0 to two.0 include :
- New functionality to back up for grass and fur
- Continuous levels of details (LODs) are designed to improve performance by dynamically adjusting visual detail as TressFX-enabled objects move towards and away from the player'southward POV
- Improved efficiency with many calorie-free sources and shaders via deferred rendering
- Superior self-shadowing for better depth and texture in the pilus
- Even more robust scalability across GPUs of varying performance envelopes (vs. TressFX 1.0)
- Modular code and porting documentation
- Stretchiness at present respects the laws of physics
- and numerous issues fixes!
Source: https://wccftech.com/tressfx-hair-20-detailed-improved-visuals-performance-multiplatform-support/
Posted by: wattsmostright.blogspot.com

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