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-   -   tessellation (http://forum.fulqrumpublishing.com/showthread.php?t=17171)

JG27CaptStubing 11-10-2010 06:29 PM

Benchmarks are only that... They measure something... Games on the other hand utilize a number of techniques and some cards perform better than others because of certain game features.


Just picked up my GTX580 yesterday. So far it works as advertised. About 20% faster than my GTX480 I returned.

Codex 11-11-2010 06:56 AM

Quote:

Originally Posted by WhiteSnake (Post 196923)
Think about this one: Heaven DX11 Tessellations benchmark is heavly sponcered by nVidia, and... nVidia whipes the floor with ATI/AMD benching that...
But in the only game (Stalker Call of Pripyat) that really makes a lot of use of Tesselation its totaly the other way around and the ATI/AMD cards basicly crush the nVidia cards wen benching that, Weird huh? ;)

That sort of thing has been going on since the late 90's.

The real test will be benchmarking Parallel Processing using OpenCL, only then will you see the true number crunching power of your CPU and GPU.

Codex 11-11-2010 07:00 AM

Quote:

Originally Posted by JG27CaptStubing (Post 197131)
... Just picked up my GTX580 yesterday.

Jee's I missed the boat, was thinking of ditching my pair 5870's for a pair of these. I've been dying to get my hands dirty with CUDA. My fav store has sold out :mad:

Blackdog_kt 11-11-2010 07:36 AM

On the thread about the Moscow exhibition there's an interesting quote from mr. Maddox.

Long story short, he says tesselation in its current form is not very useful for the SoW engine. The reason is that since tesselation generates "protrusions" on surfaces on its own it results in a more or less unpredictable end result, one that will end up messing up their finely crafted aircraft models. I guess techniques like it are good for modelling complex but non specific things, like waves on the water or a cape flowing in the wind, wrinkles on clothes, etc, but not for things that need to be accurately shaped and sized in a predictable manner.
He says they might incorporate it in the future though.

Quite useful in deciding what kind of GPU to go for.

I think i've read that nVidia cards have more tesselation-specific shader processors than the Ati ones, but Ati cards usually have more shader processors overall (tesselation and generic).
This results in nVidia being faster under heavy tesselation load and Ati being faster under normal DX11 graphics that don't use much tesselation. Since SoW will not use it that much, i guess the best bang for the buck (esp since the new engine is DX based and not OpenGL) will be to wait for the new GPU releases and resulting price drops in previous series and pick up a 58xx series Ati card.

What would be interesting to know however is if tesselation applies globally or not. For example, is it possible to apply it only on terrain features and leave the carefully modelled aircraft alone?

KG26_Alpha 11-11-2010 08:13 AM

Quote:

Originally Posted by Blackdog_kt (Post 197296)

What would be interesting to know however is if tesselation applies globally or not. For example, is it possible to apply it only on terrain features and leave the carefully modelled aircraft alone?

Yes.


This might explain it for you.

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

In games with large, open environments you have probably noticed distant objects often pop in and out of existence.
This is due to the game engine switching between different levels of detail, or LOD, to keep the geometric workload in check.
Up until this point, there has been no easy way to vary the level of detail continuously since it would require keeping many versions of the same model or environment.
Dynamic tessellation solves this problem by varying the level of detail on the fly.
For example, when a distant building first comes into view, it may be rendered with only ten triangles.
As you move closer, its prominent features emerge and extra triangles are used to outline details such as its window and roof.
When you finally reach the door, a thousand triangles are devoted to rendering the antique brass handle alone, where each groove is carved out meticulously with displacement mapping.
With dynamic tessellation, object popping is eliminated, and game environments can scale to near limitless geometric detail.

.

JVM 11-11-2010 08:43 AM

I believe also that tesselation works with a "texture" mapping similar to what is done with the normal an bump map of an object.
If, and it is a big "if" as I have no idea, this map is different frome the bump/normal I presume that improving visual aspects of certain ground objects can be done without damaging the representation of the aircraft themselves...

JVM

Blackdog_kt 11-11-2010 09:22 AM

Thanks for clearing it up.

Even if it's not a top priority for me at this point in time, in the way you describe it it would indeed be useful eventually by making the transition between LODs smoother.

Codex 11-11-2010 09:30 AM

You can apply Tessellation to anything made from polys or normal maps, it's up to the developer to decide what they want to Tessellate.

Oleg could easily apply it to the SoW engine without "protrusions" on surfaces, he just needs to apply it only to the poly's on the model (don't use mapping) and limit the factored amount.

For a bit of fun try this (Note must a DX11 card) :
http://www.geeks3d.com/20100819/gpu-...ion-benchmark/


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