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Question about hardware tessollation

post #1 of 16
Thread Starter 
As I understand it, hardware tessollation multiplies geomerty to make it much more complex, and this is done in real time on the GPU. Even if thats not quite how it works it shouldnt matter for my question.

Why cant developers make a game, run the hardware tessollation, and save that multiplied geomerty and make it the norm. That way GPUs wouldnt need to do all that work and developers still dont have to create the geomerty themselves. Any reason why this would not work?
    
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post #2 of 16
Creating a highly detailed object or virtual environment is not that hard for today's game developers. But you must understand that such a highly detailed scene would contain much more polygons/surfaces/vertices (or simply "complex mesh") than even the highest rated cards are comfortable with. What you suggested is not going to work. because after a simple mesh has been updated with details by hardware tesselation, if you want to convert it to a mesh.... it will be a horribly complex mesh to use in real time. Thats why instead of using complex meshes (which will give the game the same amount of details as tesselation does but will result in unplayable fps) or bump maps (fps would be very high but doesnt look anywhere near cutting-edge graphics) developers and gamers would find it much useful to use lowly detailed meshes and transforming them in real time at hardware level with tesselation. HW tesselation is just starting to bloosom, just wait and watch where it takes us in a couple of years.
Of course we will have to keep on upgrading our hardware to "feel the difference" and thats the minus point.
    
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post #3 of 16
Quote:
Originally Posted by leopold1985 View Post
Creating a highly detailed object or virtual environment is not that hard for today's game developers. But you must understand that such a highly detailed scene would contain much more polygons/surfaces/vertices (or simply "complex mesh") than even the highest rated cards are comfortable with. What you suggested is not going to work. because after a simple mesh has been updated with details by hardware tesselation, if you want to convert it to a mesh.... it will be a horribly complex mesh to use in real time. Thats why instead of using complex meshes (which will give the game the same amount of details as tesselation does but will result in unplayable fps) or bump maps (fps would be very high but doesnt look anywhere near cutting-edge graphics) developers and gamers would find it much useful to use lowly detailed meshes and transforming them in real time at hardware level with tesselation. HW tesselation is just starting to bloosom, just wait and watch where it takes us in a couple of years.
Of course we will have to keep on upgrading our hardware to "feel the difference" and thats the minus point.
most of us don't stick our face's just to look @ small pixels but i know what you mean. mesh's require a lot of tessalation and sometimes our gpu can't handle it and causes stutters. its not lag people think so most people aren't smart enough to call it stutters but anyways leopold has a good point and i gave him +Rep for that nice explanation
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post #4 of 16
Quote:
Originally Posted by Kirby1 View Post
Why cant developers make a game, run the hardware tessollation, and save that multiplied geomerty and make it the norm.
Because then it would be impossible to run on anything but extremely expensive GPUs.
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post #5 of 16
Thread Starter 
Alright so basically it would tax the GPU a lot harder to do that. That wouldnt have been my guess but makes sense.
    
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post #6 of 16
It's hard to say without extensive benchmarking how would the graphics card
handle that many polys in absence of hardware tesselation
but DX11 hardware tessellation still lags your graphics card like crazy,
even though only the characters are being tesselated.
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post #7 of 16
Thread Starter 
It seems to me that the examples ive seen are not at all heavily tessollated and that level of geometry could easily be rendered without tessollation but that is just my very unprofessional opinion.
    
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post #8 of 16
tessellation can be used to create high detailed meshes, but the best use of it is to replace mipmaps.

Also, tessellation doesnt create anything. The high poly model is still created and stored in the game. tessellation just allows the dynamic change in poly count so that it cannot be noticed. Ever notice how when you approach an object it suddenly changes shap and size slightly, because it created a new mesh. Tessellation dynamically changes it as you approach it, so there is no ugly change.

This helps because instead of many meshes for a single object in your memory, you have 1.

No game has truly taken correct use for tessellation yet. Because dx 9 and 10 are still used, it would double the workload for the people. They still have to create all the meshes to be used in dx 9 and 10. So they cut some of the work and just put it on a few models.
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post #9 of 16
Quote:
Originally Posted by Kirby1 View Post
It seems to me that the examples ive seen are not at all heavily tessollated and that level of geometry could easily be rendered without tessollation but that is just my very unprofessional opinion.
Have you seen the unigine heaven world with and without tesselation ( probably the F3 key turns tesselation on and off). I have attached a few screenshots.



    
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post #10 of 16
Quote:
Originally Posted by leopold1985 View Post
Have you seen the unigine heaven world with and without tesselation ( probably the F3 key turns tesselation on and off). I have attached a few screenshots.
I think he meant in a game. Tech demos always exaggerate things.
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