Tom Clancy's The Division

Tom Clancy's The Division

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yusupov Mar 9, 2016 @ 12:04pm
be sure to use NVIDIA HFTS
nvidia hard at work doing this stupid ♥♥♥♥ wtf is this http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-003-nvidia-hfts-vs-nvidia-pcss.html

seriously theres barely any diff but it eats like 20 frames wtf are they doing meanwhile AMD is stomping their asses get your ♥♥♥♥ together you bums
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Showing 1-11 of 11 comments
Gunfighter-1 Jun 16, 2016 @ 7:45am 
To me, the shadow mapping up close is more distinct in terms of detail. The only problem is that it adds an additional layer to the shadowing process, via ray tracing. It might be awesome for CG animations, but the performance cost... Not sure if it's worth eating 20 fps on a detail I'm going to pay little mind to.
Last edited by Gunfighter-1; Jun 16, 2016 @ 7:45am
Kenny Fowler Jun 16, 2016 @ 8:30am 
hfts is not useless, ur example is

http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-001-nvidia-hfts-vs-nvidia-pcss.html

if u got the performce, then use it, but i guess u wont miss it in falcon lost on challenge
Last edited by Kenny Fowler; Jun 16, 2016 @ 8:31am
Arokhantos Jun 16, 2016 @ 8:47am 
Am i glad i have gtx 1080 ;D
Hells Assailant Jun 16, 2016 @ 8:52am 
I see no difference in either example. Clearly a useless feature.
Eddy63 Jun 20, 2016 @ 12:47pm 
Originally posted by Hells Assailant:
I see no difference in either example. Clearly a useless feature.

r u cerial? check the spoke shadows on the ground. for shadows up cloes it does have a difference, not so mutch for distant shadows though.
TROOPER181st Jul 8, 2016 @ 2:18am 
Originally posted by ♥Arokhantos™♥:
Am i glad i have gtx 1080 ;D

i got the GTX 1080 too ( Palit GameRock ) but even with that card HFTS can take a big hit on the performance - there are situations / places where enemies appear the framedrop is going from 60 -48 with all settings on 100% and Ultra in 1080p. Switching over to PCSS in the same location and situation with the same settings i get a rock solid 60 fps.

keep in mind: HFTS IS ONLY ACTIVATED BY THE GAME DURING DAY at night its switching over to PCSS.
PocketYoda Jul 9, 2016 @ 6:35pm 
Originally posted by yusupov:
nvidia hard at work doing this stupid ♥♥♥♥ wtf is this http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-003-nvidia-hfts-vs-nvidia-pcss.html

seriously theres barely any diff but it eats like 20 frames wtf are they doing meanwhile AMD is stomping their asses get your ♥♥♥♥ together you bums
Seriously i see no difference in those screenshots.. my eyes must be broken or Nvidia is full of ♥♥♥♥..
Originally posted by Kenny Fowler:
hfts is not useless, ur example is

http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-001-nvidia-hfts-vs-nvidia-pcss.html

if u got the performce, then use it, but i guess u wont miss it in falcon lost on challenge
Seriously wtf i still see no difference, wtf am i suppose to be seeing different...
Originally posted by Eddy63:
Originally posted by Hells Assailant:
I see no difference in either example. Clearly a useless feature.

r u cerial? check the spoke shadows on the ground. for shadows up cloes it does have a difference, not so mutch for distant shadows though.
Seriously losing 20fps for some spoke shadows.. haha wow.
Last edited by PocketYoda; Jul 9, 2016 @ 6:39pm
JohnTravoltage Jul 28, 2016 @ 6:59pm 
Originally posted by DanteYoda:
Originally posted by yusupov:
nvidia hard at work doing this stupid ♥♥♥♥ wtf is this http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-003-nvidia-hfts-vs-nvidia-pcss.html

seriously theres barely any diff but it eats like 20 frames wtf are they doing meanwhile AMD is stomping their asses get your ♥♥♥♥ together you bums
Seriously i see no difference in those screenshots.. my eyes must be broken or Nvidia is full of ♥♥♥♥..
Originally posted by Kenny Fowler:
hfts is not useless, ur example is

http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-001-nvidia-hfts-vs-nvidia-pcss.html

if u got the performce, then use it, but i guess u wont miss it in falcon lost on challenge
Seriously wtf i still see no difference, wtf am i suppose to be seeing different...
Originally posted by Eddy63:

r u cerial? check the spoke shadows on the ground. for shadows up cloes it does have a difference, not so mutch for distant shadows though.
Seriously losing 20fps for some spoke shadows.. haha wow.

1. you appear to be blind if you can't easily tell the differences

2. It does more than what you noticed, the idea behind it is that in real life, as a cast shadow moves away from its caster, it becomes softer. With conventional realtime 3d shadowing methods this has never been possible, nor has it been necessary, since its always been more important to just have higher resolution shadows since low res shadows are more obviously wrong.

However with the upcoming/existing pc hardware its getting to the point where just increasing shadow resolution doesn't add anything, and it would just make shadows look unnaturally sharp.

HFTS is noticeable a lot in certain scenes of this game due to the distance that certain shadows are cast (because of the high rise buildings) and can make an incredibly large impact on certain scenes. An example of this: http://steamcommunity.com/sharedfiles/filedetails/?id=733398291

The difference between shadows cast from a large distance is obvious when compared to the shadows cast by the large banner, and looks a lot more natural than if all of the shadows in the scene were all sharp (I would get a comparison but the weather/time changed)

Another example: http://steamcommunity.com/sharedfiles/filedetails/?id=733456194

Another side effect is that it reduces the aliasing due to shadows cast at oblique angles from large distances.

I find it amusing that you think nvidia is wasting their time because they are actually investigating/testing more dynamic graphics solutions, compared to teh complete lack of community involvement in the open source gpu stuff that amd is doing.

It doesn't matter that it might be too expensive for what you get, but with the 1070/1080 out it lets you utilise your whole gpu, and it doesn't even matter if it is too expensive for most people to run, just turn the setting off. It's not like its locked in.

Not to mention the fact that there are plenty of games that utilise nvidia's propreitary tech well, such as witcher 3 (across all platforms).
Last edited by JohnTravoltage; Jul 28, 2016 @ 7:00pm
PocketYoda Jul 28, 2016 @ 10:41pm 
Originally posted by John Travoltage:
Originally posted by DanteYoda:
Seriously i see no difference in those screenshots.. my eyes must be broken or Nvidia is full of ♥♥♥♥..

Seriously wtf i still see no difference, wtf am i suppose to be seeing different...

Seriously losing 20fps for some spoke shadows.. haha wow.

1. you appear to be blind if you can't easily tell the differences

2. It does more than what you noticed, the idea behind it is that in real life, as a cast shadow moves away from its caster, it becomes softer. With conventional realtime 3d shadowing methods this has never been possible, nor has it been necessary, since its always been more important to just have higher resolution shadows since low res shadows are more obviously wrong.

However with the upcoming/existing pc hardware its getting to the point where just increasing shadow resolution doesn't add anything, and it would just make shadows look unnaturally sharp.

HFTS is noticeable a lot in certain scenes of this game due to the distance that certain shadows are cast (because of the high rise buildings) and can make an incredibly large impact on certain scenes. An example of this: http://steamcommunity.com/sharedfiles/filedetails/?id=733398291

The difference between shadows cast from a large distance is obvious when compared to the shadows cast by the large banner, and looks a lot more natural than if all of the shadows in the scene were all sharp (I would get a comparison but the weather/time changed)

Another example: http://steamcommunity.com/sharedfiles/filedetails/?id=733456194

Another side effect is that it reduces the aliasing due to shadows cast at oblique angles from large distances.

I find it amusing that you think nvidia is wasting their time because they are actually investigating/testing more dynamic graphics solutions, compared to teh complete lack of community involvement in the open source gpu stuff that amd is doing.

It doesn't matter that it might be too expensive for what you get, but with the 1070/1080 out it lets you utilise your whole gpu, and it doesn't even matter if it is too expensive for most people to run, just turn the setting off. It's not like its locked in.

Not to mention the fact that there are plenty of games that utilise nvidia's propreitary tech well, such as witcher 3 (across all platforms).
Its a gimmick designed for OCD customers to waste even more money.
JohnTravoltage Jul 28, 2016 @ 11:00pm 
Originally posted by DanteYoda:
Originally posted by John Travoltage:

1. you appear to be blind if you can't easily tell the differences

2. It does more than what you noticed, the idea behind it is that in real life, as a cast shadow moves away from its caster, it becomes softer. With conventional realtime 3d shadowing methods this has never been possible, nor has it been necessary, since its always been more important to just have higher resolution shadows since low res shadows are more obviously wrong.

However with the upcoming/existing pc hardware its getting to the point where just increasing shadow resolution doesn't add anything, and it would just make shadows look unnaturally sharp.

HFTS is noticeable a lot in certain scenes of this game due to the distance that certain shadows are cast (because of the high rise buildings) and can make an incredibly large impact on certain scenes. An example of this: http://steamcommunity.com/sharedfiles/filedetails/?id=733398291

The difference between shadows cast from a large distance is obvious when compared to the shadows cast by the large banner, and looks a lot more natural than if all of the shadows in the scene were all sharp (I would get a comparison but the weather/time changed)

Another example: http://steamcommunity.com/sharedfiles/filedetails/?id=733456194

Another side effect is that it reduces the aliasing due to shadows cast at oblique angles from large distances.

I find it amusing that you think nvidia is wasting their time because they are actually investigating/testing more dynamic graphics solutions, compared to teh complete lack of community involvement in the open source gpu stuff that amd is doing.

It doesn't matter that it might be too expensive for what you get, but with the 1070/1080 out it lets you utilise your whole gpu, and it doesn't even matter if it is too expensive for most people to run, just turn the setting off. It's not like its locked in.

Not to mention the fact that there are plenty of games that utilise nvidia's propreitary tech well, such as witcher 3 (across all platforms).
Its a gimmick designed for OCD customers to waste even more money.

I didn't buy a 1070 for this tech, I bought it to upgrade over my way older gpu.

I don't know how anyone could think that they shouldn't be researching/investing time in better graphics solutions, and theres no reason to just not have it in a game. They have it ready, why not get it public to further test it?

At some point most of the graphics technology we see today were 'gimmicks', we have to move forward at some point, and not just stick with what we have already forever.

PocketYoda Jul 29, 2016 @ 1:36am 
I'll probably buy a 1060 here they are like $549
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Date Posted: Mar 9, 2016 @ 12:04pm
Posts: 11