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-   -   DX11 Tessellation Demo [Eve Online] (http://forum.fulqrumpublishing.com/showthread.php?t=30855)

Buchon 04-02-2012 03:47 PM

Well, Eve Online have a lot of objects to tessellate, I bet there tons of different asteroids, it is a mmorpg with alot of ships and objects ... but CLOD is different.

You can obtain a huge visual impact just bump mapping the water and then tessellate it, not a huge task here.

The main problem is tessellating planes and objects, and it´s the texture displacement caused by the tessellation, explained here :

http://developer.amd.com/archive/gpu...s/default.aspx

It will mess panel lines for example, but there tech to fix this.

A recently AMD demo (Leo) showed Ptex and PRT Technology that is nothing but texture displacement correction by hardware, explained here :

http://developer.amd.com/samples/dem...TimeDemos.aspx

It was used to correct the texture of the face, shirt and the ears for example, all in real time.

So there still room for hope :)

Immermann 04-02-2012 04:28 PM

Yes it looks promising. Unless of course Nvidia only decides to make more of those million vertice concrete barriers again like in Crysis 2, in which case it's pointless.

http://techreport.com/articles.x/21404/2

JG52Krupi 04-02-2012 04:29 PM

So nvidia physx or amd ptex ;)

Hopefully they will come to some sort of arrangement and the technology will become available to all... Yeah I know wishful thinking :)

Buchon 04-02-2012 04:40 PM

Quote:

Originally Posted by Immermann (Post 405189)
Yes it looks promising. Unless of course Nvidia only decides to make more of those million vertice concrete barriers again like in Crysis 2, in which case it's pointless.

http://techreport.com/articles.x/21404/2

Hahaha, yep :)


I like specially his use in the flat window frames more than in concrete barriers :

http://techreport.com/r.x/crysis2/wood-full-620.jpg
http://techreport.com/r.x/crysis2/wood-mesh-620.jpg

The use of tessellation in Crysis 2 deserve his own thread :rolleyes:

Stefem 04-04-2012 03:07 PM

Quote:

Originally Posted by Buchon (Post 405177)
Well, Eve Online have a lot of objects to tessellate, I bet there tons of different asteroids, it is a mmorpg with alot of ships and objects ... but CLOD is different.

You can obtain a huge visual impact just bump mapping the water and then tessellate it, not a huge task here.

The main problem is tessellating planes and objects, and it´s the texture displacement caused by the tessellation, explained here :

http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx[/url]

It will mess panel lines for example, but there tech to fix this.

A recently AMD demo (Leo) showed Ptex and PRT Technology that is nothing but texture displacement correction by hardware, explained here :

http://developer.amd.com/samples/demos/pages/AMDRadeonHD7900SeriesGraphicsReal-TimeDemos.aspx[/url]

It was used to correct the texture of the face, shirt and the ears for example, all in real time.

So there still room for hope :)

Why? to have a flat surface tessellated? bump mapping does not alter geometry

Stefem 04-04-2012 03:15 PM

Quote:

Originally Posted by Immermann (Post 405189)
Yes it looks promising. Unless of course Nvidia only decides to make more of those million vertice concrete barriers again like in Crysis 2, in which case it's pointless.

http://techreport.com/articles.x/21404/2

I didn't know that NVIDIA is the developer of Crysis 2

Stefem 04-04-2012 03:24 PM

Quote:

Originally Posted by JG52Krupi (Post 405190)
So nvidia physx or amd ptex ;)

Hopefully they will come to some sort of arrangement and the technology will become available to all... Yeah I know wishful thinking :)

As already stated in this thread Tessellation could introduce some drawbacks when precision of the model is required, which is the case for sims.

Ptex is not an AMD tech, actually this texture mapping system was developed by Walt Disney Studio and, if I remember well, it was demonstrated for the first time (excuse the pun) in realtime at Siggraph 2011 by NVIDIA.

http://developer.nvidia.com/siggraph-2011

Buchon 04-04-2012 04:51 PM

Quote:

Originally Posted by Stefem (Post 405804)
Why? to have a flat surface tessellated? bump mapping does not alter geometry

Off course when I said tessellate it mean given it some geometry, this is not Crysis 2 ;)

And if the mesh is a bit animated better, I mean that it is not a huge task because you dont need rely on textures displacement correction techniques :)


It could be a fast way to obtain a good detail and release it prior to the final approach, that its Tessellate + Bump-mapping + texture displacement, explained here :

http://www.nvidia.com/object/tessellation.html

Buchon 04-04-2012 05:09 PM

Forget say ...

Yeah, Ptex is not an AMD tech, it simply rely in the hardware compute capabilities of the card to do it, mean Nvidia and AMD cappable tech, while the Nvidia tech for texture correction rely on Physx software and Cuda cores.

FFCW_Urizen 04-04-2012 05:25 PM

Quote:

Originally Posted by Stefem (Post 405811)
I didn't know that NVIDIA is the developer of Crysis 2

No, they are not, but you have heard of nVidia´s "The way it´s meant to be played" program, of course. This program is and has been under suspicion of intentionally optimizing the graphics code to the point, that ATi/AMD GPUs are next to completely useless. Of course, this hasn´t been the case so far and it will never be the case, think of the outrage in the gaming community if something like this would become apparent.
Instead what they can do, is giving nVidia GPUs just a little edge over their competitors. ATi/AMD of course has a similar program, i just can´t remember the name and it is not as agressively advertised as nVidias program. It´s just a regular day at the office.

And for the water being rendered throughout the scene: Had the author of the article taken a look at the CryEditor, he might know the reason for the water popping up everywhere, where there is a coastline. CryEngine1 and 2 were focussed around the Rendering of tropic islands, instead of manually placing watermeshes everywhere, creating a waterlayer and displaying it throughout the level is much, much easier.
My guess is that the CryEngine 3 still shares that code with its predecessor.


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