Dawn Engine – First Slide Showcasing AMD’s TressFX 3.0
AMD and Square Enix, demonstrated the Dawn Engine, the new engine that will be powering Deus Ex Universe, the next iteration of the Deus Ex franchise, during a GDC session at this year’s event. The session was titled Augmented Hair in Deus Ex Universe Projects – TressFX 3.0, and was presented by Jason Stewart, Software Engineer, AMD and Uriel Doyon, 3D Programmer, Eidos-Montréal. The slides from the presentation have just been made available and can be viewed in the gallery below. The images showcase AMD’s TressFX 3.0 technology. The fourth image appears not to be using the Dawn Engine, but it shows off TressFX 3.0 Fur technology. You can view the slide in original PDF format at the bottom of the article.
The presentation’s description was as follows:
Augmented Hair in Deus Ex Universe projects: TressFX 3.0 (Presented by AMD)
In this talk, engineers from Eidos and AMD detail the TressFX 3.0 solution used in Dawn Engine which will be the cornerstone to the development of the Deus Ex Universe projects at the studio. We show how Eidos graphics engineers built upon TressFX to break new grounds and deliver a realistic and scalable hair solution in the Dawn Engine for PC and consoles. With a focus on game requirements such as artistic control and animation support this talk will cover the practical considerations of a full TressFX pipeline, from authoring to rendering. In addition, for simulation, we address topics such as collisions, shape preservation, stretching, and wind. For rendering, we discuss how to blend strands with traditional hair meshes, antialiasing solutions, and translucency sorting techniques. We will also cover the latest TressFX 3.0 advancements from AMD, including skinning and fur support, an open source Maya plugin, and new rendering options for optimum scalability.
Attendees will learn what quality and performance improvements and trade-offs were made in the Dawn engine TressFX implementation that will be used in the studio’s upcoming titles. They will also see what features a full TressFX pipeline needs to support for AAA game development. And they will learn the latest advancements found in TressFX 3.0.
According to the presentation, developers were able to see how TressFX 3.0 deals with collisions, shape preservation, stretching, and wind effects, as well as how it interacts with traditional hair meshes, anti-aliasing, or translucency.
TressFX was quite impressive when it was used in 2013’s Tomb Raider reboot, and the new tech’s addition to Deus Ex Universe. will certainly provide some very interesting details.
Dawn Engine’ community manager Sacha Ramtohul explained about Deus Ex Universe projects.
Ramtohul says it’s “the name we are giving to the fictional world and the rich lore we are creating for it.” The “Universe” isn’t just one game, as it will comprise core games and “any other projects that will help bring the world of Deus Ex to life,” Ramtohul said.
David Anfossi, from Eidos Montreal, posted on Eidos’ community blogs,
The concept behind Deus Ex: Universe is to create an ongoing, expanding and connected game world built across a generation of core games. It’s a commitment on our part to deliver meaningful content that expands the franchise on a regular basis and to deliver a deep conspiracy that will span several connected Deus Ex games, creating a more immersive and richer experience than ever before. Deus Ex: Universe will include PC and console games, but also additional Deus Ex games and experiences available in other media such as tablets, smartphones, books, graphic novels, etc… You might have seen the name pop up recently in the press – well this is what it’s all about.
We will bring you any new information on Deus Ex Universe as well as AMD’s TressFX 3.0 technology as soon as it becomes available.
You can view the slide in original PDF format below: