NVIDIA Turf Effects GameWorks technology Video

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Looking good.
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Well, not entirely realistic, but looks really cool! Grass... is like hair... is this a "TressFX" of Nvidia? =)
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If all it takes is a GTX 670 @ 1ms then its ok.
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Amazing stuff, performance with HairWorks/Turf is pretty great considering how much is being simulated.
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Simulated grass FTW - just what I always wanted! No, but thinking about it, this does increase realism, and I found it interesting what he said about being able to track where a player has been by the flattened grass - does increase realism and could influence gameplay.
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It only takes GTX680. Not bad...
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My 750Ti is ready for GameWorks.
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Nice. We're getting closer and closer to photo realism
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Moderator
I want this in FIFA
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It's time for Crop Circles Simulator
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GrassFX
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Frankly i think its about time we start seeing grass that isnt just some random texture/sprite.
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Frankly i think its about time we start seeing grass that isnt just some random texture/sprite.
I agree this is the first Nvidia technology that has made sense to me. I remember the first time I looked at the grass in Halo 1 on the first planet level which was just a flat texture but for the time it actually looked like grass rather than just a plain green flat texture it actually looked like a picture. Then I saw the grass in Starfox Adventures on the Gamecube and my draw dropped! here look at this, remember this was from 2003 and you can still make our blades of grass in this even when Fox walked over it, it moved and covered his feet sometimes. http://gamedrunk.com/wp-content/uploads/2011/03/sfa_2.jpg
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^DST Powered by AMD Dynamic super troll
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Lol^^
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it's time for crop circles simulator
LOL!! XD 😀 haha Awesome vid though, love how the grass goes down. Kinda like TressFX for AMD.
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Well, not entirely realistic, but looks really cool! Grass... is like hair... is this a "TressFX" of Nvidia? =)
gameworks have allready an hair simulation. But it is funny you point it, because TressFX 2.0 can do grass simulation too ( released SDK Jan 2014 ). ( They should maybe one day change the name, as now many other features are implemented not related to hair. ) I ask me if they use the same algorythm, Tridiagonal matrix algorithm " Thomas " http://www.cfd-online.com/Wiki/Tridiagonal_matrix_algorithm_-_TDMA_%28Thomas_algorithm%29 Anyway, not really something new, many engine had allready grass simulation implemented, but it can be costly. Its allways funny to play with thoses things in 3Dmax, Blender or other. The problem i see with thoses tech todays ( whatever it is gameworks or another ), is if they dont cost too much performance wise used alone, when you start mix them ( hair + grass + particules (fire etc ) + wind + physics + tesselation + displacement mapping etc.. ) you end with a nice gpu /cpu time allocation for it: so you need to reduce all details / quality of thoses features, or completely reduce the quality of other parts.
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Great this will add to the realism nicely, but 680 is enough only for grass now when they add all the rest of objects from the game it will require much more power than that...
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That looks really good, take it I'd need an Nvidia gpu for this then, like physx etc?
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That looks really good, take it I'd need an Nvidia gpu for this then, like physx etc?
No. This like most of Gameworks, works with AMD as well