Asynchronous compute and AMD´s TressFX Hair
Holla, my first post!
I read that CDprojectRED not wanted to use specific properties of the consoles, because the experience should be equal on each system:
Balazs Torok: We always want to provide the best possible experience to all our gamers regardless of the platform and so we are not aiming to develop special graphical features for any of them.
Source:http://gamingbolt.com/the-witcher-3-tech-interview-ps4xbox-one-performance-challenges-dx12-redengine-3-mods-more
But the pc user can use Nvidia´s Hairworks, why should CDRED not implement "TressFX Hair" for AMD systems, like consoles ?
My suggestions:
1.) Implementation of AMD´s TressFX Hair on consoles like Playstation 4
2.) The use of asynchronous compute (a Playstation 4 hardware property) to improve physics, frame-rate and streaming (Perhaps also for TressFx).
Mybe this is to much of work but it could improve the Playstation 4 version.:victory:
Best Greetings!
Holla, my first post!
I read that CDprojectRED not wanted to use specific properties of the consoles, because the experience should be equal on each system:
Balazs Torok: We always want to provide the best possible experience to all our gamers regardless of the platform and so we are not aiming to develop special graphical features for any of them.
Source:http://gamingbolt.com/the-witcher-3-tech-interview-ps4xbox-one-performance-challenges-dx12-redengine-3-mods-more
But the pc user can use Nvidia´s Hairworks, why should CDRED not implement "TressFX Hair" for AMD systems, like consoles ?
My suggestions:
1.) Implementation of AMD´s TressFX Hair on consoles like Playstation 4
2.) The use of asynchronous compute (a Playstation 4 hardware property) to improve physics, frame-rate and streaming (Perhaps also for TressFx).
Mybe this is to much of work but it could improve the Playstation 4 version.:victory:
Best Greetings!
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