http://wccftech.com/exclusive-nvidias-amds...s-bottom-issue/
i notice though in benchmarks, gameworks tend to decrease fps by a lot. the benchmark i saw was in 4k, where playable settings were on medium to high, and with gameworks disabled
QUOTE
What GameWorks Is And Why It Exists
GameWorks is a developer program set-up by Nvidia to provide game developers with a collection of graphics libraries and tools aimed at improving the visual quality of games. It includes technologies such as PhysX – Nvidia’s proprietary physics engine – as well as VisualFX which encompasses a number of Nvidia optimized rendering techniques and in-game visual effects. These include things like shadows, anti-aliasing, depth of field, global illumination, hair simulation, ambient occlusion, lighting and other effects.
Below you will find the VisualFX solutions as listed on Nvidia’s website.
VisualFX provides solutions for rendering and effects including:
HBAO+ Enhanced Horizon Based Ambient Occlusion
TXAA Temporal Anti-aliasing
Soft Shadows Improves on PCSS to reach new levels of quality and performance, with the ability to render cascaded shadow maps
Depth of Field Combination of diffusion based DOF and a fixed cost constant size bokeh effect
FaceWorks Library for implementing high-quality skin and eye shading
WaveWorks Cinematic-quality ocean simulation for interactive applications
HairWorks Enabling simulation and rendering of fur, hair and anything with fibers
GI Works Adding Global Illumination greatly improves the realism of the rendered image
Turbulence High definition smoke and fog with physical interaction as well as supernatural effects
GameWorks is a developer program set-up by Nvidia to provide game developers with a collection of graphics libraries and tools aimed at improving the visual quality of games. It includes technologies such as PhysX – Nvidia’s proprietary physics engine – as well as VisualFX which encompasses a number of Nvidia optimized rendering techniques and in-game visual effects. These include things like shadows, anti-aliasing, depth of field, global illumination, hair simulation, ambient occlusion, lighting and other effects.
Below you will find the VisualFX solutions as listed on Nvidia’s website.
VisualFX provides solutions for rendering and effects including:
HBAO+ Enhanced Horizon Based Ambient Occlusion
TXAA Temporal Anti-aliasing
Soft Shadows Improves on PCSS to reach new levels of quality and performance, with the ability to render cascaded shadow maps
Depth of Field Combination of diffusion based DOF and a fixed cost constant size bokeh effect
FaceWorks Library for implementing high-quality skin and eye shading
WaveWorks Cinematic-quality ocean simulation for interactive applications
HairWorks Enabling simulation and rendering of fur, hair and anything with fibers
GI Works Adding Global Illumination greatly improves the realism of the rendered image
Turbulence High definition smoke and fog with physical interaction as well as supernatural effects
i think gameworks is a good idea. but only games that added features will have them. the only game i know that extensively revolved around gameworks was lords of fallen. but would other games e.g. build on frostbite, cry engine, unreal engine etc ?
QUOTE
One of the discussion points that Brian and I talked about which did not make its way to the interview was about the balance of trading performance for added visual quality, and how much performance was being lost for some GameWorks features such as HairWorks.
I argued that due to how intensive HairWorks is at tessellation factor x32 ( the standard setting for the feature ) many gamers, including ones using NVIDIA hardware, may choose to disable it completely in favor of improving the overall performance of the game. And that those gamers would have probably appreciated the choice of toggling between different tessellation factors just as they would normally toggle between different gradients of any other effect such as shadows or anti aliasing. Rather they are forced to accept x32, which is very intensive, or nothing at all.
I argued that due to how intensive HairWorks is at tessellation factor x32 ( the standard setting for the feature ) many gamers, including ones using NVIDIA hardware, may choose to disable it completely in favor of improving the overall performance of the game. And that those gamers would have probably appreciated the choice of toggling between different tessellation factors just as they would normally toggle between different gradients of any other effect such as shadows or anti aliasing. Rather they are forced to accept x32, which is very intensive, or nothing at all.
This post has been edited by Moogle Stiltzkin: Jul 29 2015, 10:08 AM
Jul 29 2015, 09:31 AM
Quote
the box kinda retarded as well for missing the Q but its the same model
0.0284sec
0.34
6 queries
GZIP Disabled