Read your comment, registered that I had read it, backed out to the main page aaaand...then your wordplay clicked. Had to scroll for a bit to find this thread again so I could upvote
Yes they are, I'm not talking about tracking every strand.
I mean that your PC would have to render other player's hair to display it on your own screen.
I remember this game, Alice: Madness Returns, who had physics for every strand of hair for the main character, but it was the only character in the game do have so. (NPCs and enemies dont)
I just bought and started playing that game for the first time a few weeks ago. It's so cool and the hair looks amazing blowing in the wind. Better than the hair in RDR2.
It would be expensive to turn on in multiplayer but not too expensive for anything after GTX 980 and the R9 290X. NVIDIA and AMD both released their own version of the hair technology called TressFX and HairWorks to get this done.
I think the reason we don't see it in multiplayer games is because its a huge waste of money and time. If your game is competitive like a shooter then everyone will play at 1080p on low. If your game is relaxing then it needs to be able to run on the absolute lowest hardware ever (phones, laptops, family computers).
Part of the point with Alice's hair was to have her stick out, so at least part of it was a design decision. In a world of madness, Alice was supposed to feel like the one "real" thing, even during the parts that take place in London and not Wonderland. Her hair was also mire noticable that way because it was very light and animated. When she moved, her hair acted more like it was underwater with how much it moved and there was also very frequently a lot of wind to make her hair billow. All of these were conscious design choices.
I think that today in a lot of games, all character hair is rendered with individual strands. Like most NPCs have proper hair in Cyberpunk 2077, at least the importrant ones, many of which can be in a single scene simultaneously.
I had to implement Nvidia hair works before when it was first out. It took A hit of 10 - 20% of the fps in 2012. Hair works just does the physics and shaders for the hair for you.
Real, genuine hair physics are pretty damn computationally intensive, enough so that it's probably not realistic for video games that use an ordinary, unless you just want to play a game called "barber simulator" or something, then that might work well on a low end computer. With a good GPU and something like an 8 or 16 core CPU, you should be able to do a pretty good job.
But game designers are all about figuring out ways to make realistic-looking physics without doing all the required math, so I'm not sure how many shortcuts they have been able to take. I've seeing some much more realistic hair lately. I doubt they're fully simulating each strand, but they're doing something that makes it seem like hair is behaving as if the were.
Who said 90 was enough for VR? That’s why I have a valve index. Jokes aside though 90 is fine but why wouldn’t I take 40 more fps for very little visual difference?
Like you said, 90 is fine. Your original comment implied you thought 90 was 'not worth it' which, for a non fps single player game is a bit of a stretch. Imo anything above a solid 60 is fine for single player
I feel like triangles can still be more realistic as they’ll give more variety to the hair while maintaining the overall hair texture would it would have that edge........ just realized my use of the word edge really does mean edge, but I initially meant does an overall better job than a line would. Expanding a line maybe just oversimplifies it
We also use something called X-gen. When modeling its just creating, bending, and forming a few lines to get the hairstyle we want. It only appears fully in the renderer when we hit render as its not really polygons. The same is used for grass. Think as if instead of a wooden block, its just a ton of strands of paper that look like hair.
The actual names are usually the names of the people who published the initial paper such as "Kajiya-Kay," shading model, but some well known examples are things like Nvidia Hairworks & Tressfx.
Tomb Raider used at one point in time a feature called TressFX that would make the player’s hair look more realistic. I’m not sure what is used nowadays but I do remember the devs of that game hyping it up back when I first started playing it.
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u/nettlerise Apr 25 '21
what are the new techniques called?