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Need some answers regarding DX11 Tessellation :)

post #1 of 5
Thread Starter 
What games that have "decent" tessellation? The rough edges looked smoothened out and is usually great. But if I look closely.. it's really not that great but instead have a "unwanted Swelling"

Please check the following

http://forums.gametrailers.com/threa...1156286?page=1

on this thread please go to the lowest part of the page and look for the lamp picture.. Also, please notice how the lamp became concaved on DX11 and how the grill texture is off.

On the next one is this:

http://www.pcgameshardware.com/aid,6...X-10/Practice/

please observe the belt texture being "off". But the worse is please check the device on the belt and the device on the left leg of the soldier. It's definitely swollen and I don't think the devs meant it to look this way.

On the next one again is this:

http://www.pcgameshardware.com/aid,7...ison/Practice/

You notice our friend Mr Alien look swollen too on DX11 with tessellation. but it's an "organic" object, the "swelling" effect looks decent

and the last is our Alien friend from LP2:

http://ve3d.ign.com/images/72896/PC/...2/Screenshots/

http://ve3d.ign.com/images/72901/PC/...2/Screenshots/

Again it looks swollen but looks great too since it's "organic"..

I am thinking that if these "objects" are that of robotic features (straight cut edges like prisms) they will "swell" too with tessellation. Can't they control this properly?

I am currently thinking if I have a Diamond, and do some "automatic tessellation" on it.. it will swell.. losing it's sharp sides AND edges..

May anyone please explain? I am really curious about this
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post #2 of 5
Tessellation is still new. Right now it's in the first generation. first generation things are generally finicky.

Tessellation just adds detail by using lots of small straight lines to make it look round or natural, it's controllable by the programmer.

Get the Unigine Heaven 2.1 benchmark. fiddle around with the tessellation sliders.

EDIT: You have a 4870. good luck with tessellation
Edited by linkin93 - 12/18/10 at 8:05am
post #3 of 5
Thread Starter 
Quote:
Originally Posted by linkin93 View Post
Tessellation is still new. Right now it's in the first generation. first generation things are generally finicky.

Tessellation just adds detail by using lots of small straight lines to make it look round or natural, it's controllable by the programmer.

Get the Unigine Heaven 2.1 benchmark. fiddle around with the tessellation sliders.

EDIT: You have a 4870. good luck with tessellation
Dude I know I don't have DX11. xD And I know about Uniengine.. but still.. this doesn't seem to "apply" on current DX11 games.. Are you saying the these seemingly unwated "bloated" effects aren't poor design choices? Like that's what happens if you "auto tessellate" (if there's such a term) it?

Are you saying that the "concaved" lamp and "bloated" devices are meant as their DX 11 design?

I kinda find the Uniengine benchie kinda BS.. The stairs on DX10 and 11 comparison is kinda weird.. It's not like you can't have stairs like that in DX10.. not only that,, but this doesn't seem to occur in games with tessellation.. I've never seen "slopes" become "right angles" with tessellation on games (not benchmark apps).. (referring to Uniengine stairs comparison)..

Any idea?
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post #4 of 5
um the HD4870 DOES have a tessellation unit...
but i dont think any games actually uses it. or DX10 just doesn't support it.
keep in mind that the 5xxx and 6xxx is basically a beefed up R700 core with DX11 support and more cores

try those nvidia benchies that was demoed with the 580's release. they're called endless city and aliens vs triangles i think. has that 5xx series only dbl layer tessellation iirc
    
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post #5 of 5
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LOL guess I'll never know if DX 11 tess (on games) look OFF (swollen).. If devs meant to make it look that way or it's some "flaw" of tessellation (uncontrolled perhaps)
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