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Thread: News - Nvidia details TurfEffects grass technology (video)

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    News - Nvidia details TurfEffects grass technology (video)

    Millions of blades can be simulated, with physical interaction.
    Read more.

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    Bagnaj97
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    Re: News - Nvidia details TurfEffects grass technology (video)

    So... TressFX with wide, flat "hairs"?

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Quote Originally Posted by Bagnaj97 View Post
    So... TressFX with wide, flat "hairs"?
    I'd expect it's an extension of their fur tech, yes.

    Developers are still going to use speedtree for a while yet though, this kind of stuff is just not performant enough.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Is there a lawnmower for this?

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Quote Originally Posted by kalniel View Post
    Quote Originally Posted by Bagnaj97 View Post
    So... TressFX with wide, flat "hairs"?
    I'd expect it's an extension of their fur tech, yes.

    Developers are still going to use speedtree for a while yet though, this kind of stuff is just not performant enough.
    Yes same concept, but Nvidia is partnering with Devs to implement those things, so i would expect to see this in next batch of games next year and since CryEngine and UE4 have integration with GameWorks library, so more and more will join the club.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    I think this looks fantastic - can't wait to see it implemented in games. Grass is always a massive immersion-breaker in current games for me - even ones with generally good graphics tend to have just a flat green sheet with occasional tufts once you look closely.
    "I want to be young and wild, then I want to be middle aged and rich, then I want to be old and annoy people by pretending that I'm deaf..."

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    Re: News - Nvidia details TurfEffects grass technology (video)

    The movement of the grass seems very odd to me, maybe I'm just used to short grass that doesn't sway around like it's made of tissue paper.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Quote Originally Posted by YazX View Post
    Yes same concept, but Nvidia is partnering with Devs to implement those things
    Which is what they said about Fur Tech too.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    3 video cards -one for grass ,one for the sky and one for the game itsled

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Eagerly waiting for The Witcher 3 with Nvidia HairWorks. Might not be TurfEffects exactly but it's already looking up to be an amazing-looking game.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Quote Originally Posted by kalniel View Post
    Which is what they said about Fur Tech too.
    Would that be the Fur Tech that's in Call of Duty: Ghosts, The Witcher 3, and Far Cry 4.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Quote Originally Posted by Corky34 View Post
    Would that be the Fur Tech that's in Call of Duty: Ghosts, The Witcher 3, and Far Cry 4.
    Exactly.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Finally, I can have a realtime Windows XP field desktop wallpaper!

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Mowing Simulator

    Pitch Groundsman Simulator

    Golfcourse Maintenance Simulator

    I have seen the future and it is very, very dull.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Can you imagine this in a game like Sniper Elite 4, using the grass to your advantage, and hopefully having the wind being able to manipulate the grass too...the grass settings could be a part of the difficulty; stuff like how fast it recovers, if and how much it is affected by wind, and how far away indentations in the fields can be spotted by enemies.

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    Re: News - Nvidia details TurfEffects grass technology (video)

    Quote Originally Posted by Tunnah View Post
    Can you imagine this in a game like Sniper Elite 4, using the grass to your advantage, and hopefully having the wind being able to manipulate the grass too...the grass settings could be a part of the difficulty; stuff like how fast it recovers, if and how much it is affected by wind, and how far away indentations in the fields can be spotted by enemies.
    One of the biggest drawbacks of client-side calculations like this is they are precisely that - client-side. All the physics eye-candy that we get on games can't be shared across multi-player and thus can only ever have a very limited effect on gameplay. Typically you'd pass the trigger for some kind of physics event on to the other computers, but each would then calculate the effects locally.

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