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#41 | |
Tomb Raider
Join Date: Oct 2009
Location: Hungary
Posts: 13,319
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It wasn't until Rise that they introduced a technology of mother strands which would be followed by numerous daughter strands. That way they have individual hairs, but they don't all behave individually, only the mother strands do.
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My signature was removed because it was vulgar. Now I can't choose my own till March 2014. If I edit this one I will be suspended till March 2014. |
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#42 |
Archaeologist
Join Date: Jun 2005
Posts: 2,467
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I mean, from a technical perspective it was probably very exciting, but aesthetically it looked awful and broke immersion because mostly everything else reacts as you'd expect then you have Lara's hair defying gravity. I always play with it turned off.
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#43 |
Tomb Raider
Join Date: May 2009
Posts: 17,597
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I find ironic people complained so much about how unrealistic the hair wasin TR CD felt the need to go and create an entire engine just for the hair and that was even worse... but people though it was great. Clearly they didn't have an idea about what hair actually moved like. Especially when dirty, covered in blood, sweat and when it's wet cause apparently it always looks super glossy and blow dried.
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#44 |
Relic Hunter
Join Date: Jul 2012
Location: Germany
Posts: 5,693
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So... when hair is dirty it becomes just one big squirrel tail, no matter what!?
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Never forget: Gameplay is king! |
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#45 | |
Tomb Raider
Join Date: Feb 2014
Location: St.Francis' Folly Gender: Male
Posts: 18,572
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#46 | |
Professor
Join Date: Sep 2013
Location: Lara's Flat
Posts: 2,731
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Sam Nishimura's shield maiden and pillow fluffer aboard the SS Endurance |
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#47 |
Relic Hunter
Join Date: Jul 2012
Location: Germany
Posts: 5,693
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I'd like if Crystal used Nvidia HairWorks. Either instead of TressFX/PureHair or alongside of it (PureHair could be the standard on consoles since they use AMD graphics card and PC players could be able to chose between the two since HairWorks doesn't work with AMD cards). Nvidia HairWorks seems to use less resources than TressFX since games that utilise this technology can easily show several characters with HairWorks at the same time while TressFX/PureHair already drops the framerate while only being used on Lara.
https://developer.nvidia.com/hairworks Interesting side note: One of the videos states that the technology is in development since 2008 and at the same time it shows a few seconds of a tech demo: https://youtu.be/VFWr44ZIEZc?t=23s Starting at 0:23. I remember downloading and looking at this tech demo. But back then I thought that it would be impossible to implement this technology into a complete game since there's a huge difference between showing off graphics technologies in a tech demo that only focuses on a small room with a limited amount of characters and using the same tech in a full game where far more stuff is going on at the same time. Here's a video of this tech demo (the music is from the actual demo): https://www.youtube.com/watch?v=9K8masjDBrI And here you can get it: http://www.nvidia.co.uk/coolstuff/demos#!/nalu The website says that the demo is even older and that it was released in 2004, but Nvidia probably didn't call their hair physics "HairWorks" until 2008.
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Never forget: Gameplay is king! Last edited by Wooxman; 18-02-17 at 16:52. |
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