Hardware tessellation technology in action. Captured from “Heaven” directx 11 benchmark, which is based on Unigine 3D engine: unigine.com
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These seems to be a form of realtime displacement mapping, perhaps either using displacement maps or working on bump/normal maps. Interesting but I imagine somewhat problematic to implement in current games. Still, interesting work.
Tessellation affects the geometry of objects. One possible effect is to make 2 dimensional surfaces to real 3 dimensional ones another effect is to make wheels round and not x-edged like in most games today.
For example you could make a real looking, round and real deforming rubber ball or real waves and not 2 dimensional textures that only look like waves.
With tesselation you have a small performancehit compared to a big hit on gpus without it so that this all gets possible in realtime.
Wasn’t ATI trying to add a technique like this many years ago, with their 9xxx series? I think it was not as heavy as this, but the idea sounds the same.
holy fuck now i see why this shit is such a big deal
wow that’s nuts.
I wonder how BFBC2 will look in dx11… hmm…
красота
It is a form of procedural synthesis, meaning the gpu synthesizes it in almost real time. It can split a polygon in multi factions. It makes things very detailed, but from what I’m hearing, its sometimes hard to impliment because of this.
because you dont have a dx11 card maybe
@SpyOpz94 do you have a radeon hd 5000 seriies and windows 7??? it should work check if your pressing the right button…
why isn’t my tessalation toggling when i hit it?
@KingOfSand100 Oh no, it’ll cut your FPS almost in half.
Dice is making battlefield 3 with full dx11.. that will be something to keep your eye open for :p
they shouldn’t be. but what i have been seeing is that is that it is a gpu hog. you also have to remember is that dx11 is still in its early stages, you wont see the full potential till late 2010
i know about DX11 gpu’s are needed but are they stressed by the extra polygons shown in tessellation
well see that is the great thing about dx11, (not 100% sure yet on how it works yet) you can do what they showed can be rendered on a dx10 gpu it would just be a complete hog. and in order to play a game that was built for dx11 you need a dx11 gpu.
so the extra polygons rendered in DX11 don’t use any extra processing power, i know tessellation tessellates the polygons but i want to make sure i get good performance still.
@leerman22 the tessellation is the polygon count. dx11 adds more tessellations without being a gpu hog
It could be. The normal map might be used as a displacement map for the tessellated mesh.
are there tessellation settings that adjust to how much detail there is at different distances?
So question… Is tessellation based off the same normal maps used for parallax mapping?
@vninjav
I know about this, but what i mean is Nvidia should in the future offer to sell the usage rights to ATI to run Physx on an ATI card.
@XTaintedOneX google this
ATI + NVIDIA PhysX Guide
I just wish Nvidia and ATI would support the same GPU Physics software, I own a GTX 295 currently, but i know that Physx is going to struggle to get truly integrated into games, because ATI doesn’t support it. Hopefully at some point Nvidia will at least sell the usage rights to ATI.
hahahaha go play those gay ass flash games on your intel atom and stfu then