AMD has unveiled more details regarding its second version of the TressFX Hair physics simulation technology for games showing that we will be looking at much better performance and visual improvements as well as multi-platform support.
AMD has published both in-game demos as well as technology demo which shows some more details regarding the TressFX Hair 2.0 technology showing some of those promise performance and visual improvements as well as promises of multi-platform support.
According to known details, AMD has done some code refinements in order to improve the technology and now also offers the source code for the TressFX publicly which should allow game developers, as well as Nviida to take it, improve it and implement it in any way they see fit. While Nvidia probably will not go for it, mostly due to the fact that they already have HairWorks, as a part of Gameworks technology pack, which is closed proprietary solution, some developers might go for it, making it a bit more interesting.
According to AMD's own slides, the TressFX 2.0 is around nine times faster than HairWorks, both running on AMD's as well as Nvidia's hardware. AMD also noted that the performance hit is identical on both their own as well as Nvidia hardware. AMD's TressFX 2.0 uses "continuous LODs", which allows the distance to camera to be used for reducing the density of the hair, which basically remove hair strands and thickens the hair depending on the distance from the camera, which is pretty much an effective way of getting good visuals without big performance hit.
As far as the visual improvements are concerned, AMD introduced a couple of new features including tridiagonal matrix formulation which is basically a new algorithm which simulates hair elasticity more accurately and efficiently in order to get a more realistic look and feel of the hair. AMD also introduced the new self shadowing visual effect which provides a much more natural look and depth of the hair.
In addition to the new TressFX 2.0 details, AMD has also announced cross-platform support for TressFX 2.0 between the PC and consoles. Since consoles are based on AMD's own GCN architecture, this was quite expected.
AMD's TressFX 2.0 looks quite interesting but it will probably take some time before we see it implemented in any of the big titles. Hopefully, we will not wait for long. You can check out more details via link below.
Source:
Wccftech.com.