I never knew that, quite interesting, im tempted to redownload Crysis 2 to see how it'll handle with Tess on.Tesselation actually can make the game run faster. The GPU has a seperate tesselation unit. They could reduce the default polygon count of all objects in the world and by applying tesselation near objects would still have more detail than they have now. You could even display more players at the same time.
I would suspect that they could theoretically use tessellation to improve their "polygon shaving" technique even further http://www.youtube.com/watch?v=wc0ilSksWBQ.
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You have an AMD card? Tessellation is NVidia's ace in the hole... The GTX cards (Fermi in particular) are built for it whereas AMD cards don't do it nearly as well
I don't know any of these stuff but looked up tessellation comparison video, pretty cool.I would suspect that they could theoretically use tessellation to improve their "polygon shaving" technique even further http://www.youtube.com/watch?v=wc0ilSksWBQ.
http://www.youtube.com/watch?v=blZHGKTpS6I can tell at 1:25 the rocks looks more real + the building in the back.
another comparaison video : http://www.youtube.com/watch?v=lSfN7OTUOTA
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Highend NV cards have two tesselation units. But the computational power of the AMD cards is better. I think having a high tesselation performance is important for a DX11 gamer card since it's one of the two most important DX11 features. The other is DirectCompute which enhances postprocessing and other math on the GPU. I hope AMD learned from that and enhances the tesselation performance on their highend models some more.
Yea, I learned the hard way with Metro 2033 and a Radeon HD 5870Highend NV cards have two tesselation units. But the computational power of the AMD cards is better. I think having a high tesselation performance is important for a DX11 gamer card since it's one of the two most important DX11 features. The other is DirectCompute which enhances postprocessing and other math on the GPU. I hope AMD learned from that and enhances the tesselation performance on their highend models some more.
It's really a nil issue because nVidia purposely pushes devs to use unrealistic amounts of tessellation to make their hardware look better. Which is no doubt the reason AMD added an option in the CCC to limit tessellation levels.Highend NV cards have two tesselation units. But the computational power of the AMD cards is better. I think having a high tesselation performance is important for a DX11 gamer card since it's one of the two most important DX11 features. The other is DirectCompute which enhances postprocessing and other math on the GPU. I hope AMD learned from that and enhances the tesselation performance on their highend models some more.
It's not unrealistic to use tesselation on all surfaces imho :P
But nv pushing the devs to do some bad poop is true. PhysX (*puke*) is the best example and is hopefully someday the death of nv.
I'm not really referring to using it on all surfaces which is fine, the problem is polygon density. There can only be so much detail in an area before you start needlessly crippling performance for very little gain.
http://blogs.amd.com/play/2010/11/29...ation-for-all/
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