Over the coming weeks, in a series of blog posts, EA will give an outlook on the hair-raising capabilities of the next generation of the company's Frostbite engine. It always gets hairy: All episodes shed light on how the publisher wants to take the representation of manes to a new level.
The goal of the effort is at least considerable. EA wants to progress bit by bit when calculating hair in games until results close to those of movies and pre-rendering are achieved. That means no less than calculating rendering quality in real time.
The developers have devoted themselves to the physics of hair as well as the representation of their fullness and the light reflections in colored strands. The technology in action shows a short teaser trailer. How quickly she finds her way into the engine, EA does not write.