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post #11 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.
The problem is that unigine only shows you tessellated models running with hardware tessellation compared to untessellated models running with no hardware tessellation.

What it doesn't show is how would the tessellated models run with the absence of hardware tessellation?
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post #12 of 16
Quote:
Originally Posted by Heret|c View Post
What it doesn't show is how would the tessellated models run with the absence of hardware tessellation?
I understand your point. If you look closely at the very first portion of unigine tour (the pic only gives a limited outlook) then you will see astounding amount of detail given to the roads, walls, buildings, tiles etc...... even the ropes and pipes are detailed too. I have a very limited amount of knowledge regarding 3d modelling, but even I can assure you that if that same world was rendered using poly-mesh, even the gtx580s would not have reached fps more than 15. Now, there were no live creatures on the scene, imagine the situation if there were.
We dont have to look very far, look closely at the level of details used in games like "crysis". It was good but nothing compared to what tesselation can achieve with more fps to spare.
    
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post #13 of 16
Quote:
Originally Posted by leopold1985 View Post
I understand your point. If you look closely at the very first portion of unigine tour (the pic only gives a limited outlook) then you will see astounding amount of detail given to the roads, walls, buildings, tiles etc...... even the ropes and pipes are detailed too. I have a very limited amount of knowledge regarding 3d modelling, but even I can assure you that if that same world was rendered using poly-mesh, even the gtx580s would not have reached fps more than 15. Now, there were no live creatures on the scene, imagine the situation if there were.
We dont have to look very far, look closely at the level of details used in games like "crysis". It was good but nothing compared to what tesselation can achieve with more fps to spare.
nothing in that demo that couldnt be done without tessellation. The world could be rendered just fine using meshes and mip maps.

The entire turn off tessellation and turn on option to demonstrate the differences is misleading, because the world wasnt designed around dx 9/10. it was entirely designed around tessellation.

tessellation doesnt magically improve performance. It gets rid of the need to have multiple meshes of the same object loaded in memory. Your computer still has to render the polygons just the same as if it were a high detail mesh with polygons. It can simply dynamically remove polygons the further you get from an object, which is also achieved by loading a different mesh at a certain distance(that causes the ugly pop in effect). Or as you get closer to an object, it adds polygons to increase detail( Inside a tessellated mesh the max vertices is kept so that it knows what the original shape was).

The performance enhancements from tessellation are primarily memory, and depending on how its used, it could effectively render the same environment as in dx9 and 10 with a few less polygons. Most of the performance improvements in dx11 come from the other features.
Edited by Vhati - 1/28/11 at 10:11am
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post #14 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. 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?
Still needs to be rendered real time to be manipulated in real time.
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post #15 of 16
Thread Starter 
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.
Yea I have ... and I just feel like my video card could do that if that level of geometry were standard but I do have a very fast non-DX11 video card.
    
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post #16 of 16
Quote:
Originally Posted by Kirby1 View Post
Yea I have ... and I just feel like my video card could do that if that level of geometry were standard but I do have a very fast non-DX11 video card.
it could, but you seem to not get the point of tessellation though.
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