Does anyone have an EASY description of what it is?
I know, that it basicly "adds" more polygons, but on what template? Is it based on texture-maps, or what?
Doesnt it reduce your framerate drastically?
[url]http://www.anandtech.com/video/showdoc.aspx?i=3507&p=4[/url]
full review and insight on DX11 and tessalation.
It only reduces the frames if the gpu isn't designed for it, unlike Nvidia and their 1.7% tessellation supported gpu's, which bogs them down.
[img]http://images.anandtech.com/reviews/video/dx11/tesspipe.png[/img]
The thing with DX11 cards is that they have a dedicated tesselation unit on the GPU, so you shouldn't see any framerate difference at all. And the extra polygons is only calculated when you're closing in to an object.
I think that it's based on the models texture, but I'm not sure.
From what I know done properly it shouldn't affect fps. How it works to add detail I have no clue.
[QUOTE=XaaR;18248720]The thing with DX11 cards is that they have a dedicated tesselation unit on the GPU, so you shouldn't see any framerate difference at all. And the extra polygons is only calculated when you're closing in to an object.
I think that it's based on the models texture, but I'm not sure.[/QUOTE]
I thought it was all high quality then it was culled over a certain distance?
It dynamically scales the number of polygons, thus the detail, of an object depending upon how close you are to them. The actual process of tesselation takes no performance hit, but having massive amounts of polygons still will. The point is to preserve performance where quality would not be visible anyway.
It's something that most end users won't really care about or even notice if they aren't looking for it but ATI have been hyping it like mad for some reason.
[QUOTE=Xplodzion;18249149]It's something that most end users won't really care about or even notice if they aren't looking for it but ATI have been hyping it like mad for some reason.[/QUOTE]
[url]http://www.youtube.com/watch?v=bkKtY2G3FbU[/url]
When the games start to look like that, at least I will care about it! :)
It helps optimise high-poly games. Rather than using larger amounts of files for LOD versions of objects, it instead reduces them dynamically as you move further away. This helps save a lot of RAM and HDD space.
AKA: Crysis would be reduced to around 8GB (Instead of 12GB) if it REQUIRED a DX11 card.
[QUOTE=Xplodzion;18249149]It's something that most end users won't really care about or even notice if they aren't looking for it but ATI have been hyping it like mad for some reason.[/QUOTE]
>I don't understand that DX11 has benefits to the end user
[QUOTE=JohnEdwards;18248698]
It only reduces the frames if the gpu isn't designed for it, unlike Nvidia and their 1.7% tessellation supported gpu's, which bogs them down.[/QUOTE]
My 5870 is running the Heaven demo at 80FPS without and 15-40 FPS with tessellation.
Although it's horribly unoptimized, in wire-frame mode some models are solid white.
displacement mapping is still better
[QUOTE=abcpea;18249648]displacement mapping is still better[/QUOTE]
GTFO man, you're blind.
[QUOTE=Robber;18249642]My 5870 is running the Heaven demo at 80FPS without and 15-40 FPS with tessellation.
Although it's horribly unoptimized, in wire-frame mode some models are solid white.[/QUOTE]
my 5850 runs it fine what drivers, OS are you running
Newest drivers (9.10) and up-to-date Windows 7 Professional 64bit.
I had 30-40 FPS with tessellation at 1680x1050 without AA. When I looked at the dragon statue it dropped to 15-30 FPS.
9.11 is out....
fixed alot f the frame rate issues in my games
[QUOTE=JohnEdwards;18250054]9.11 is out....
fixed alot f the frame rate issues in my games[/QUOTE]
Oh, wow didn't know that. Also Heaven is just badly programmed, with exactly the same time, scene and settings I'm getting 100FPS in DX10 and 70 in DX11. I should get more with DX11 if it was optimized properly, especially since DX11 has multi core support and I'm using a quad core.
[B]Edit:[/B]
9.11 isn't out, I just checked ATI's website.
I thought you meant the final version. I'm not upgrading to beta drivers when absolutely everything runs at maximum settings with 60+ FPS except Crysis and some benchmarks.
[QUOTE=XaaR;18249223][url]http://www.youtube.com/watch?v=bkKtY2G3FbU[/url]
When the games start to look like that, at least I will care about it! :)[/QUOTE]
Uh, that doesn't really look that amazing.
[QUOTE='Odellus[v2];18250457']Uh, that doesn't really look that amazing.[/QUOTE]
Your blind
No, the textures look fine. I just see overly steep parallax mapping with ridiculously contrasting shadows. Nothing to be in awe of.
[editline]07:55PM[/editline]
And it's YouTube, how high quality could it be?
I agree we should go back to work on DX9.0L, I mean do we really need to expand what we can do with graphics?
[QUOTE=JohnEdwards;18250208][url]http://www.ngohq.com/news/16732-ati-catalyst-9-11-beta.html[/url][/QUOTE]
That looks awesome. I hope nVidia doesn't give up on DX11 for christ sake
[QUOTE=JohnEdwards;18250736]I agree we should go back to work on DX9.0L, I mean do we really need to expand what we can do with graphics?[/QUOTE]
Stop taking my words out of context.
[QUOTE='Odellus[v2];18250457']Uh, that doesn't really look that amazing.[/QUOTE]
It's all in the wireframes. Start up any game that looks "good" right now and enable the wireframes. I'll bet you'll see a huge difference between that and this. Please don't make the mistake of confusing artistic quality with pure performance. The point of this benchark is to showcase tesselation, not pretty high-res textures and shaders.
[QUOTE='Odellus[v2];18250842']Stop taking my words out of context.[/QUOTE]
what you are talking about the way the graphics look correct? Yeah it may not be OMG LIEF LIEK NOW CAN CREATE MAH WAIFU IN 3D!!1111
but it is a big improvement of what we have had,
[QUOTE='Odellus[v2];18250720']No, the textures look fine. I just see overly steep parallax mapping with ridiculously contrasting shadows. Nothing to be in awe of.
[editline]07:55PM[/editline]
And it's YouTube, how high quality could it be?[/QUOTE]
Its geometry not parallax mapping. it looks better because you don't get the distortion that you get from certain angles with parallax.
[QUOTE='Odellus[v2];18250720']No, the textures look fine. I just see [b]overly steep parallax mapping[/b] with ridiculously contrasting shadows. Nothing to be in awe of.
...[/QUOTE]
Yes, not like that was the point of the video or anything (That's the tessellation!)
And it's not just a visual effect (like parallax mapping), it's actually changing the model and all the other graphical effects come from that.
This is actually really awesome once it is optimized. I mean that's alot of polies being shown on screen and even at the poor framerate you get now that's still pretty damn good..
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