on the one hand, it was just one character and she had straight jet black hair which i assume would be simpler to simulate
on the other, it was UE3 without any 3rd party software and it didn't make video cards shit the bed
what shocks me is that nobody seems to get natural blonde and red hair right, and yet this isn't taken as a sign of anti-blonde racism and nobody's demanding better blonde representation in games
Each strand of hair is a separate geometric object that needs to be individually simulated and rendered. In a real-time environment, this means dealing with potentially thousands of strands, each requiring calculations for collision detection, physics simulation, and shading.
Physically-Based Rendering (PBR) Requirements: Realistic hair rendering often requires physically-based rendering techniques to accurately simulate how light interacts with hair strands. This involves complex calculations for light absorption, reflection, refraction, and scattering, all of which contribute to the appearance of realistic hair.
Lighting and Shadow Calculations: Hair is translucent, which means light can penetrate the strands and scatter within them, creating soft shadows and highlights. Achieving accurate lighting and shadow effects for each strand of hair in real-time requires advanced rendering techniques such as screen-space reflections and ray tracing, which are computationally intensive.
Simulation of Hair Dynamics: Realistic hair doesn't just sit statically on a character's head; it moves and reacts to forces like wind, gravity, and the character's movements. Simulating these dynamics in real-time requires continuous calculations to update the position, orientation, and deformation of each hair strand based on its physical properties and external forces.
not enough yummy super kicks for ya? go cry about nash's lost innocence ya shoot geek
Real schizo hours
go back to your containment board, b***hbreasts
keep jerking off to dsp and wrastlin' cuckold homosexual
we don't sign our posts here moron
we don't sign our posts here HUGE DICK WOMAN FRICKER
What?
I only care about pubes
Remember when HairFX was a thing and tanked your frames really fricking hard? KEK
Now nvidia just moved on to raytracing, the c**ts
realistic hair is moronicly expensive
They can, it's just not worth it.
Show me Rhea Ripley.
You picked a bad example, the fricking TNA game still looks better than the 2K series lol
They sure made that aging contraceptive bloated face realistic, though.
Alice: Madness Returns did it well like a fricking decade ago. I'm guessing it's one of those things that are never prioritized, like mirrors
It's time to forget the past.
We have more important things to focus on now, like black lives and trans rights.
That's why I only play games that are at least 5 years old
>playing games that came out post 2016 election
Yeah, the good ones. The point of playing games later is that time filters out all the garbage
on the one hand, it was just one character and she had straight jet black hair which i assume would be simpler to simulate
on the other, it was UE3 without any 3rd party software and it didn't make video cards shit the bed
what shocks me is that nobody seems to get natural blonde and red hair right, and yet this isn't taken as a sign of anti-blonde racism and nobody's demanding better blonde representation in games
They can, your poor ass just can't afford a good PC for it.
Check out GTA VI trailer
lazy western devs
TressFX died for your sins anon.
Each strand of hair is a separate geometric object that needs to be individually simulated and rendered. In a real-time environment, this means dealing with potentially thousands of strands, each requiring calculations for collision detection, physics simulation, and shading.
Physically-Based Rendering (PBR) Requirements: Realistic hair rendering often requires physically-based rendering techniques to accurately simulate how light interacts with hair strands. This involves complex calculations for light absorption, reflection, refraction, and scattering, all of which contribute to the appearance of realistic hair.
Lighting and Shadow Calculations: Hair is translucent, which means light can penetrate the strands and scatter within them, creating soft shadows and highlights. Achieving accurate lighting and shadow effects for each strand of hair in real-time requires advanced rendering techniques such as screen-space reflections and ray tracing, which are computationally intensive.
Simulation of Hair Dynamics: Realistic hair doesn't just sit statically on a character's head; it moves and reacts to forces like wind, gravity, and the character's movements. Simulating these dynamics in real-time requires continuous calculations to update the position, orientation, and deformation of each hair strand based on its physical properties and external forces.
>rendering hair requires screen-space reflections and ray tracing
was this written by GPT?
Hair is like water physics. Super hard to get right.
Virt-a-mate has individual hair strands and full physics
Turns out it halves the FPS of the whole scene