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#81
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#82
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![]() http://www.youtube.com/watch?v=dVo_5VCWIzM
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#83
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It looks fantastic! But does it actually improve gamplay? To borrow an example from Elder Scrolls, a dungeon wall in Oblivion looks more detailed than a dungeon wall in Daggerfall but the impact on gameplay is zero. Don't get me wrong, I approve of better visuals.
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#84
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![]() Dirt 2 DX11 gameplay: http://www.youtube.com/watch?v=XOLlgHM2a-k Dirt 2 DX11 tech demo: http://www.youtube.com/watch?v=WODI-Wvafqc
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#85
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doesn't really matter since 90% of gamers are going to stick with their current cards that work just fine.
Just as a for instance, I can run batman, or resident evil 5 at 1920x1080 on high with my "old" 8800GTX. Maybe it was just a killer card way ahead of its time, but its going to take something more than just another FPS for me to shell out over 300 bucks for a vid card that can make things more realistic. Fry cry was neat and all, and the reason why I got my card, but games aren't improving that much. Look at how many people are probably still running WoW on a VERY old vid card... These people have no reason to switch and this will keep the prices of these fancy vid cards high. Make some games the masses will enjoy and you'll sell more cards. Sometimes I think people in marketing should take a cue from tech people instead of just calling them nerds.
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#86
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The AvP is cool, but those models are retarded dense when tesselation is on. They're denser than a typical 3D-model they use for CG in a big-budget film.
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#87
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http://download.blender.org/document...I/ch11s03.html http://www.zbrushcentral.com/showthread.php?t=20310 http://www.blogcdn.com/www.joystiq.c...rserker_cg.jpg - famous ue3 image in which all that detail comes from displacement maps Quote:
Last edited by sbuckler; 11-09-2009 at 04:17 AM..
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#88
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as fancy and good looking as tessellation is, i think it's 50% useless as the newly shaped surfaces are still going to be flat to the game, and people running up the new stairs will probably look weird :P it would be nice if the whole environment became aware when something becomes tessellated
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#89
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#90
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#91
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I agree the effect of the water or flag flapping is a physics effect - but if it's generated using tessellation then the polygonal mesh to simulate ripples in the water or the flag waving only exist in the graphics card. Hence physics in the traditional sense (e.g. object one hits object two) cannot take account of tessellated geometry because the only place it exists is in the graphics card - not in the main memory version of those objects which is what the physics engine has available to it to calculate the collision.
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#92
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#93
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You need a benchmark that has similar output geometry detail for both code targets. If the DX11 tessellation creates 4M triangles from 1M then the DX10 version should be supplied with 4M triangles instead of the previous 1M.
It's nice knowing how much turning it on will impact performance and quality but is the method of increasing detail better than the previous brute force method.
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#94
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It'd be interesting to see if GPU physics could be combined with tessellation to increase physics detail. Subdivision of collision boxes, for example, could be used to bounce particles off a model with greater accuracy as you come closer. Doing this by shunting geometry backwards and forwards between the CPU and GPU (or rather, between GPU and main memory) would usually prevent this, but if everything is done on the GPU with everything already resident in memory, it could work.
For example, you could bounce sparks off a rough or angular surface with proper reflection angles, rather than just a psuedo-random spray pattern of a flat collision surface.
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#95
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I must admit to being a little bit confused. (It happens often, though (me being confused, not admitting to it))
![]() It's the rope that did me in. Lemme explain. ATi has given us Truform since at least the Radeon 8500 days (I remember my 8500 had the "dolphin" truform demo). How is this "tessellation" any different from "truform"? Tessellation (or should I say Truform) is easy to understand from a polygonal perspective - you simply break up existing polys and this allows for smoother, more detailed lighting and curvature without the 3D modeller having to do extra work. However, how does DX11 tessellation know that the rope is supposed to be spiral? How does it divide a low number of polygons into a higher number that happen to be spiral? You see what I'm getting at? The rope example merely looks like traditional LOD, and the modeller had to go and model the high-detail spiral in the rope ANYWAY. What am I missing here, peeps?
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#96
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![]() Quote:
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#97
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dx11 and tesselation would rock in rpg and mmog games.
simply not acceptable to have game makers as bioware making a game for 2009 that simly sucks grapichal wise. (dragon age) why no dx11? Tessealtion allows dynamic interaction where houses and ropes for example to look like those should look. Love the heaven benchmark. more fun to run than games.
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#98
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![]() How does it get from before to after using a hightmap? Something seems fishy if you ask me, and I'm not convinced. ETA: Unless it's possible to layer a texture around a tube "primitive" in a spiral fashion, then I guess it would work. But I'm deffo no expert on this at all. P.S Correct me if I'm wrong - assuming it's a hightmap, it seems like height maps can also act as "depth" maps. You'd expect the rope to expand outwards with a height map, but it is actually still the same diameter, which implies that the height map is applied as a "negative". Last edited by Grimgor; 11-12-2009 at 03:36 AM..
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#99
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displacement map... it doesn't have to be flat.
It could be a cylinder, too... a cylindrical displacement map...
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#100
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Ohhhh I see what you mean. Just like the normal square texture would have diagonal lines on it, so would the height map!
CHA-CHING! That penny made a loud noise as it dropped! ![]()
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