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Atomizer
06-03-09, 08:19 PM
Whenever I hear "tessellation" and "ATI" in the same sentence I think of ballooned weapons in Counterstrike running on the old Radeon 8500. :lol:

See, I also remember nvidia having N-Patches or something like that, never managed to use it myself though

josiahsuarez
06-03-09, 09:51 PM
whenever I hear "tessellation" I think of that old game Messiah. what an overhyped load of crap that was. I think the original Unreal game had some kind of software tessellation also if you enabled "smooth surfaces" in the options menu

CaptNKILL
06-03-09, 11:45 PM
See, I also remember nvidia having N-Patches or something like that, never managed to use it myself though

No, N-Patches was part of ATI's TruForm tessellation.

I don't think nvidia has done anything like this themselves.

With the high poly count models and normal mapping we have these days it seems kind of unnecessary to me. Especially considering the amount of work it'd require to make it function properly in every game. The drivers would have to individually target specific models in every single game for it to not screw up models that are supposed to look the way they do.

Here are some old comparison shots of ATI's TruForm in action:
http://radeon.ru/articles/10_05_02/page_6.html

Atomizer
06-04-09, 03:56 AM
No, N-Patches was part of ATI's TruForm tessellation.

I don't think nvidia has done anything like this themselves.

With the high poly count models and normal mapping we have these days it seems kind of unnecessary to me. Especially considering the amount of work it'd require to make it function properly in every game. The drivers would have to individually target specific models in every single game for it to not screw up models that are supposed to look the way they do.

Here are some old comparison shots of ATI's TruForm in action:
http://radeon.ru/articles/10_05_02/page_6.html
Ah, I thought it was nvidia, maybe thats why it never worked for me :P

And yeah you're right, for most games nowdays, seems pretty pointless, however, I guess this allows the artists to build models with tessellation in mind, making lower poly models which will take up less HD/system memory, for more detailed models onscreen.
And if they dont do it right then youll end up with messed up models.

Now that I look at the ATI demo again, considering the differences, only about 15% of that slider makes a noticable difference, anything beyond that just changes the shape slightly, doesnt make it look more detailed.

I havent really looked into it enough, but would it be possible the tessellation could use a normal map to generate real geometry details? It would definently make alot of differences when edges are concerned(instead of having a detailed normal map, and flat edges)

Buio
06-04-09, 07:06 AM
With the high poly count models and normal mapping we have these days it seems kind of unnecessary to me. Especially considering the amount of work it'd require to make it function properly in every game. The drivers would have to individually target specific models in every single game for it to not screw up models that are supposed to look the way they do.

Yeah, it is a bit late to introduce it as detail level today is already pretty high. But if they can step back a bit in detail and let tessellation work, there could be performance and memory improvements. Even the demo videos that are up doesn't show any big difference with it on and off. We will have to wait and see.

At least it is in there, and has to be implemented for a product to call itself DX11.

And the evolution on the technical side of PC graphics will benefit next-gen consoles, as they will be a lowest common denominator when they are released with graphic chips using these technologies. Not only tessellation, but also GPGPU with Physics and some AI possible to do on the GPU.

LydianKnight
06-04-09, 10:22 AM
I think tessellation can have a good use in situations where the camera is close to an object (think on that EA boxing title, in the moment to KO your opponent you can have a full-detail model view of his face, with a depth of field effect to blur objects or instances being away from the 'target'), but it's just something coming out of my head, not anything of a deep thinking state quality, tough...

But in that kind of situations it could be really cool, plus some other effects under the hood like BSSRDF computations for accurate skin simulation?

(Yeah, I can dream ^_^)

CaptNKILL
06-04-09, 01:24 PM
I guess if Tessellation is going to be a part of DX11 rather than just a feature added by a graphics company, it could actually be programmed into the games and models themselves. For example, a certain part of a model could be marked as "round" and the DX11 tessellation would enhance it if enabled, where as other parts that aren't supposed to be round wouldn't be affected.

Atomizer
06-04-09, 03:06 PM
I guess if Tessellation is going to be a part of DX11 rather than just a feature added by a graphics company, it could actually be programmed into the games and models themselves. For example, a certain part of a model could be marked as "round" and the DX11 tessellation would enhance it if enabled, where as other parts that aren't supposed to be round wouldn't be affected.

Yeah it is basicly upto the developers how its used, so if it screws up its their fault :P
Not like the old brute force method that can be applied to any game(brute force is usually never a good thing)