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  1. #51
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    Quote Originally Posted by keefy View Post
    At least AMD did it right TressFX isnt GPU vendor specific so more and more devs may include it in their games because more gamers gets the benefit.

    Direct compute I think is part of Direct X so on a PS4 might not be likely.
    Do we even know the GPU architecture? obviously natively it supports botbut which one have they choose, wasn't the PSX Direct X?

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  2. #52
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    Quote Originally Posted by Vulgotha View Post
    Correct, this appears to be a GCN2 card.
    Err what proves this exactly? What have i missed?
    Games are like woman, what you might find attractive I might not, and none of us know if we really like them untill we have played around with them for a while.

  3. #53
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    Quote Originally Posted by mynd View Post
    Err what proves this exactly? What have i missed?
    Read the op dude, I thought you was a dev lol

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  4. #54
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    Quote Originally Posted by TGO View Post
    Read the op dude, I thought you was a dev lol

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    you do realise these guys aren't talking
    Specifically about the ps4 gpu right?
    Last edited by mynd; 02-27-2013 at 10:23.
    Games are like woman, what you might find attractive I might not, and none of us know if we really like them untill we have played around with them for a while.

  5. #55
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    Quote Originally Posted by baho View Post
    Decent characters ... as what exactly? The hair in that comparison screenshot jumps the quality from average looking to CGI looking. That's the impression i'm getting. Having realistic hair is the next big step in character improvement towards immersion imo!
    If you would have game with Nalu quality hair on Ps360, you would have to use less computing power and memory for everything else in the game.
    Meaning not so good sub surface scattering approximation for a skin, degration of general polycounts and physics for the rest of the scene.
    'no, no one in their sane mind uses OpenGL on PS3' - Repi
    'nope, PS3 uses a wonderful low-level API called libgcm' - Repi

  6. #56
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    Quote Originally Posted by jlippone View Post
    If you would have game with Nalu quality hair on Ps360, you would have to use less computing power and memory for everything else in the game.
    Meaning not so good sub surface scattering approximation for a skin, degration of general polycounts and physics for the rest of the scene.
    But that wouldn't be a problem for say TR2 on PS4?

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    Quote Originally Posted by jlippone View Post
    If you would have game with Nalu quality hair on Ps360, you would have to use less computing power and memory for everything else in the game.
    Meaning not so good sub surface scattering approximation for a skin, degration of general polycounts and physics for the rest of the scene.
    Yes, but i was strictly talking characters. Ofc giving up on overall look and performance of the game wasn't feasible in the ps3 era just to get decent hair, but in PS4 era this shouldn't be a problem. I'd rather they have a bit less physics overall in the scene but add realistic looking hair. I'm curious to see how AMD's tressfx will look in tomb raider, in motion i mean. If it looks good, for me, that's more impressive than quite a bit of stuff from the Sony conference (games wise).

  8. #58
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    Agni's Philosophy hair trumps this hands down.


  9. #59
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    Actually Agnis hair is a midpoint between old method and a new one.
    It uses polygon strips with texture to create volume and single strands for fine detail.

    The tressfx and old nvidia demos w/are a more performance intensive.
    Last edited by jlippone; 03-04-2013 at 12:49.
    'no, no one in their sane mind uses OpenGL on PS3' - Repi
    'nope, PS3 uses a wonderful low-level API called libgcm' - Repi

  10. #60
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    Quote Originally Posted by jlippone View Post
    Actually Agnis hair is a midpoint between old method and a new one.
    It uses polygon strips with texture to create volume and single strands for fine detail.

    The tressfx and old nvidia demos w/are a more performance intensive.
    Yeah Agni blends old 'flat planes' with individual strands and looks pretty great. The beard physics is where its at

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