Deleted472477User Posted October 17, 2011 Share Posted October 17, 2011 I'm sure that if modders can make gainaxing boobs, then it's very possible to create hair with movement too :P Link to comment Share on other sites More sharing options...
Fatalmasterpiece Posted October 17, 2011 Share Posted October 17, 2011 Yeah, those videos are from the company hired to do work for the upcoming World of Darkness MMO. I think the awesome hair & cloth physics is great, but we'll have to wait & see how applicable they are in actual game environments when everyone's hair & clothes are blowing around like that. Will it adversely affect frame rates? I hope so. I've got a great computer and would like more games to push it's limits. the WoD liscense is a very atmospheric one and will benift tremendously from added realism and artistic value. I'm really excited for this game, possibly even more so than Skyrim lol Link to comment Share on other sites More sharing options...
CalibanX Posted October 17, 2011 Share Posted October 17, 2011 I hear ya Fatal. The only two games I'm currently looking forward to is Skyrim and the WoD MMO. I love the WoD franchise too, but, man there are so many ways for an MMO to go wrong with it. I'm not yet confident that the Eve people will make good with it. Link to comment Share on other sites More sharing options...
ShadowscaleB1980 Posted October 18, 2011 Share Posted October 18, 2011 (edited) do you have even the faintest idea how computationally taxing hair rendering is? especially in real-time, with multiple High-poly count characters on-screen with additional filtering and VFX being used simultaneously? I work with CGI applications and I personally use a 1000 point haircount on all my 3D models when using fur/hair effects. Surface culling helps, especially if I want the project to render before the next ice-age. trust me, the last thing you want is to give your computer a hairball, it's bad enough when cats get them. Edited October 18, 2011 by shadow_scale9180 Link to comment Share on other sites More sharing options...
JimboUK Posted October 18, 2011 Share Posted October 18, 2011 Alice Madness Returns managed it but having several NPCs on screen with hair like that might prove problematic. Link to comment Share on other sites More sharing options...
Fatalmasterpiece Posted October 18, 2011 Share Posted October 18, 2011 Bare in mind that CCP is a PC developer and is not concerned with the limitations of consoles and DX9. I believe the entire point of the preview of said engine was to highlight this capability. At the very least it's not hard to add physics to an object and create hair with it via alpha layers. Hell, I make physical "hair" all the time in Secondlife where Oblivion/FO3/NV doesn't have it. As a game dev company I can't imagine why they would bother creating systems they couldn't use in their game. Link to comment Share on other sites More sharing options...
ancalimonungol Posted October 21, 2011 Author Share Posted October 21, 2011 (edited) do you have even the faintest idea how computationally taxing hair rendering is? especially in real-time, with multiple High-poly count characters on-screen with additional filtering and VFX being used simultaneously? I work with CGI applications and I personally use a 1000 point haircount on all my 3D models when using fur/hair effects. Surface culling helps, especially if I want the project to render before the next ice-age. trust me, the last thing you want is to give your computer a hairball, it's bad enough when cats get them. A simple one such as the one we see in Vampire Bloodlines would suffice. That wasn't taxing on the hardware. There was even basic physics on clothes in that game. http://www.youtube.com/watch?v=l8Xu8Gbl3EU I have been asking to modders whether it is possible to make some kind of realistic hair mod for New Vegas-Fallout3 for a very long time but they went on and made realistic boobs instead. I'm not complaining though... :) Edited October 21, 2011 by ancalimonungol Link to comment Share on other sites More sharing options...
JimboUK Posted October 21, 2011 Share Posted October 21, 2011 do you have even the faintest idea how computationally taxing hair rendering is? especially in real-time, with multiple High-poly count characters on-screen with additional filtering and VFX being used simultaneously? I work with CGI applications and I personally use a 1000 point haircount on all my 3D models when using fur/hair effects. Surface culling helps, especially if I want the project to render before the next ice-age. trust me, the last thing you want is to give your computer a hairball, it's bad enough when cats get them. A simple one such as the one we see in Vampire Bloodlines would suffice. That wasn't taxing on the hardware. There was even basic physics on clothes in that game. http://www.youtube.com/watch?v=l8Xu8Gbl3EU I have been asking to modders whether it is possible to make some kind of realistic hair mod for New Vegas-Fallout3 for a very long time but they went on and made realistic boobs instead. I'm not complaining though... :) What on earth is going on in her top in the second video? they've got a life of their own. :ohdear: Link to comment Share on other sites More sharing options...
Glitchmaster8 Posted October 21, 2011 Share Posted October 21, 2011 Those are indeed the powers of vampire breasts. They too become undead and rise again.... Link to comment Share on other sites More sharing options...
ancalimonungol Posted October 25, 2011 Author Share Posted October 25, 2011 Well... I'm wondering whether Bethesda could implement some kind of primitive physiqued hair or not before they release the game or through an update? This is a major let down in a game full of npc's in my opinion. Link to comment Share on other sites More sharing options...
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