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Old 10-24-09   #1 (permalink)
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Default DX11 vs DX10 vs DX 9 *PICS*

Ok, so I just wanted a good visual comparison of the two.
So I took some snappies in Unigine Benchmarks.
Here ya go.
If you want more pics please ask.

I ran the test in 1920x1080 with 8xAA

Please DO NOT comment on the practicality of the road in DX11. This is simply a demonstration of DX11.

A Road in DX 9


A Road in DX 10


The Same Road in DX 11


A Dragon Statue in DX 9


A Dragon Statue in DX10


A Dragon Statue in DX 11


A Roof-Top in DX 9


A Roof-Top in DX 10


A Roof-Top in DX 11


Quote:
Originally Posted by Styves27 View Post
It should be noted that tessellation probably won't be used to such an extent in a real-world game.

Look at the dragon statue. It has far too many polygons than required. This is just to show potential, as TwoCables keeps having to mention. Real-world games will most likely use it for mild wall bumps rather than POM and perhaps characters. Tessellating to the point that they did in this video is more than overkill for games today.

I'd also like to point out the developer advantages to tessellation.

Traditionally, devs have to start with high polygon models, and then lower the detail so that they can work in-game. Then they create LOD models, even lower detailed models to swap with the regular model at distances, to lower polygon counts.

There are several problems with this:

1. It takes a lot of time. Creating the high polygon model takes a substantial development time. Then creating the real model based off the high polygon one as well as the LODs. This increases the development time (creating LODs isn't a simple click-done operation. In several cases, you end up with holes or oddities such as arms being flat and whatnot - I know from experience).

2. The swapping of each LOD is usually extremely noticeable. Of course, this depends on the view distance, but most of the time you can see the transition occur if you look for it. Some games (Killzone2) dissolve the current LOD into the next one, making the transition a little smoother, but it's still easily seen.

3. Memory. Each new LOD takes up memory. Normally, each LOD is embedded into the character model file itself. This means that the file ends up larger. Whether or not the system loads the entire set of models into memory or only the one currently in use, I'm not sure of, but I'm leaning towards the earlier. That would mean more memory being used for every model. Not good.

And here's where tessellation can help.

1. Devs can start straight off with a low-poly model, and simply tessellate the details onto it, as seen with the dragon or stairs in this video - that was the purpose of not making stairs, but a ramp instead. To show how effective tessellation can be to create detail. This decreases the development time significantly, because modeling a high-detail model will take more time then setting up some textures for tessellation. The same way modeling bricks would take more time than simply using POM.

2. Tessellation can be decreased in power over distance, as seen by the wireframe in the video. This means no swapping, only a smooth transition from full detail to low detail. You'd be hard pressed to see it occur (aside from a few things like the spikes on the dragon, which can be seen shrinking as you get further).

3. The only added memory is the memory created by the tessellation. There are no LOD models for every object, therefor a large portion of memory can be saved. Character models and objects can take up less HDD space and therefor devs can fit more onto a disk than they used to.

Performance shouldn't be an issue if they carefully select a proper level of tessellation. For example, tessellation in this video is over done for the purpose of effect and showing off the potential.

The last thing I'd like to note is the performance loss in Dirt 2 may be related to DX9 having a 1/4 screen-size HDR, SSAO and post-processing techniques (being already somewhat performance-lowering) while the DX11 one has full-screen HDR (much more accurate), SSAO and post-processing (blur, depth-of-field, that stuff).

Using a full-screen buffer for the shader effects in DX9 would undoubtedly lower performance beyond acceptable results. With DX11, it manages to stay above a playable FPS, so the difference is pretty large.

Just to show you what I mean, I created a Crysis map that has heavy lightbeam usage. Normally, these lightbeams are rendered on the HDR buffer, which is something like 1/4 or 1/8 the screen size. Using the console command "r_beams 1" the beams are moved from the HDR buffer to the normal buffer, resulting in a full-screen render. The beams end up much nicer and much more detailed, but performance is dropped by nearly 60%.

Couple that with full-screen SSAO and post-processing, like motion blur and depth of field (which are also rendered at around 1/4 the screen size) and you won't have a game anymore, just a screenshot.




Try to read it for goodness sake.


Hope you guys enjoyed the pics.
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Old 10-24-09   #2 (permalink)
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i've seen the rooftop pic before!
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Old 10-24-09   #3 (permalink)
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Um. Whoa!
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Old 10-24-09   #4 (permalink)
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Holy....

Big difference Eh?
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Old 10-24-09   #5 (permalink)
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i use this benchmark, does it lag for u at 2xaa 16xaf all high dx11 tessalation when ur at the dragon??
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Old 10-24-09   #6 (permalink)
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Quote:
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Um. Whoa!
qft
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Old 10-24-09   #7 (permalink)
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More Detail in the DX11 pics. i like
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Old 10-24-09   #8 (permalink)
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Here is a wireframe comparison pic I put together:
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Old 10-24-09   #9 (permalink)
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Quote:
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i use this benchmark, does it lag for u at 2xaa 16xaf all high dx11 tessalation when ur at the dragon??
Umm, it has a hiccup where the fps dies for a second, but, then it picks back up.
DX11 hasnt even been fully optimised yet by DX 11 cards. Drivers.. They need to hurry.
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Old 10-24-09   #10 (permalink)
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The only difference i see is that things stick out more, such as the Stones, and Roof tiles.

Looks very similar to dx10...
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