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DX10 vs. DX11

Pretty sure everyone here has run the heaven benchmark already, and yes, the difference with tesselation on and off is very noticeable.
 
He was annoying as hell. CAN YOU SEE THE DIFFERENCE, LOOK AT THIS. Nothing new that wasn't shown in screens even for quite some time showing the differences.
 
Well, I guess he was just expressing the excited geek in him. I was geeked up too, but not to that extent. :D

Can't wait to see some *effective* applications of this stuff.
 
There's some tessolation features for water effects etc in Dirt 2 for the PC. You can try running Dirt 2 and turning tessolation to high if you want to see it in a game in real-time-ish. There should be more applications coming with tessolation in the near future for gaming wise. I think the most predominate, with the most hype, would be Aliens Versus Predator or posssibbblyy LOTRO depending on if you subscribe to LOTRO.

Imo though, the dx10 client for LOTRO already looks pretty sweet and the difference from DX9 to DX10 was quite noticeable. So I'm eagar to see what the LOTRO developers can do going from DX10 to DX11 since from past performance it seems like they know how to update their engine quite well. Mirkwood, the new expansion, has some really nice looking trees, shadow effects and lots of particularly beautiful areas graphics wise. Its a shame LOTROs subscriber base is not as strong as it once was as the game looks still better than most mmorpgs today and way betttter than the 'king'.
 
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I never thought that tessellation would make a big difference like that. I hope that more games will use it soon but not exaggerated like in the video where the roads are too rough to ride on.
 
Yes I'm sure it will be as impactful as DX10 was over DX9.

Wait, sorry I'm thinking of something else.
 
I think what he should of said was that this would show the potential benefits of going DX11. The truth is that if developers don't take full advantage of DX11 on games then having a DX11 card for the sole reason of DX11 is not a good idea.
 
Looks to me like DX11 will be adopted much better than DX10. The reality is that DX10 was cool, but didn't make it easier for developers so they didn't really care to do anything with it. DX11 provides the developers with a reason beyond just "it looks cool" and adds in the fact that it makes their job easier.
 
This really isn't a fair comparison, but whatever.

Maybe not but it's to show the benefit of DX11 not compare the two. It might as well have been a DX11 w/tesselation vs DX11 w/o telleslation.

I think what he should of said was that this would show the potential benefits of going DX11. The truth is that if developers don't take full advantage of DX11 on games then having a DX11 card for the sole reason of DX11 is not a good idea.

You dont need to use "full" features to be worth it, it's not like to be a DX11 game you need to go through every new DX11 feature and add it in. It happens every time with new DX version is released, we get overuse of these effects to show off and it's a bit overbearing, anyone remember the early HDR bloom in your face days? Now it's more subtle and works well.
 
If they'd done the benchmark "fairly" the only difference should have been in the fps - both would have had exactly the same amount of detail but the DX11 one would run faster because tessellation is more efficient. They haven't so while still a useful benchmark for tessellation, as a comparison it's completely useless.
 
If they'd done the benchmark "fairly" the only difference should have been in the fps - both would have had exactly the same amount of detail but the DX11 one would run faster because tessellation is more efficient. They haven't so while still a useful benchmark for tessellation, as a comparison it's completely useless.

In the real world though developers aren't going to put that much geometric detail into a pavement or a roof, it's too much effort and is difficult to do LOD with etc, I think thats part of the point of tesselation is to relieve development work.

In that regard it's actually a fairly decent test.
 
If they'd done the benchmark "fairly" the only difference should have been in the fps - both would have had exactly the same amount of detail but the DX11 one would run faster because tessellation is more efficient. They haven't so while still a useful benchmark for tessellation, as a comparison it's completely useless.


the whole point of performance benchmarks is to go above and beyond.. to show everything that is possible while showing that the card can easily run it.. and quite frankly the 5k series can easily run the heaven benchmark which shows just how well it will perform in the gaming world.. if every benchmark played the "fairly" game then what's the point in even having performance benchmark programs? the heaven benchmark was created to show exactly what dx11 was capable of and it does that.. sure they over did it a little with the roads.. but if they had left it to look subtle.. how many people would of actually noticed it?
 
the whole point of performance benchmarks is to go above and beyond.. to show everything that is possible while showing that the card can easily run it.. and quite frankly the 5k series can easily run the heaven benchmark which shows just how well it will perform in the gaming world.. if every benchmark played the "fairly" game then what's the point in even having performance benchmark programs? the heaven benchmark was created to show exactly what dx11 was capable of and it does that.. sure they over did it a little with the roads.. but if they had left it to look subtle.. how many people would of actually noticed it?

I don't agree that benchmarks need to go above and beyond and this benchmark is the first proper tessellation one that came out so pretty cool for that. However this thread is titled "DX10 vs DX11" and using that benchmark as a comparison, that is what I replied too - it's not a good comparison of DX10 vs DX11.
 
I never thought that tessellation would make a big difference like that. I hope that more games will use it soon but not exaggerated like in the video where the roads are too rough to ride on.

Whether or not the roads are too rough to ride is entirely dependent on the domain shader. Heaven's domain shaders use displacement maps to offset the new verts that are generated by tessellator. The amount that the verts are offset would be easily modified either by introducing a scaling factor into the shader code (really easy!) which could even be exposed to the user through a control interface, or by smoothing out the displacement map texture.

In the end it's up to both the artists and the programmers.
 
The rocks stick up and out more, depending on the screen running at that time in haven.The details are so much more defined in 11 but I took a hit on frame rates.I was cut in half.Going from 128 to 62.
 
In the real world though developers aren't going to put that much geometric detail into a pavement or a roof, it's too much effort and is difficult to do LOD with etc, I think thats part of the point of tesselation is to relieve development work.

In that regard it's actually a fairly decent test.

The issue with tesselation is that is isn't 'free'. The 3D models have to be specially adapted to it as the tesselation algorithm can not know by itself where and how to add extra triangles. Adding these hints to a single 3D model takes up a non-insignificant amount of work. The algorithm itself also takes up a lot of resources, if tesselation is used a lot in a scene, FPS can drop by 50% or more, although Fermi should be a heck of a lot more efficient at it.

It may be less work than adding those triangles manually (which would increase the triangle count for the entire scene unless separate high- and low-polygon count models were used), but in the end the main use of tesselation is to automate and make more subtle the change from a far-away and close-up view with all accompanying details.

Tesselation itself has also been used for at least half a decade, part of which available in hardware but only with OpenGL. So it's hardly a miracle cure :)
 
just wait until DX12 and all the can you see the difference threads! it is going to be rediculous but "the difference" between DX11&DX12 will be much more than just tessalation
 
Definitely looks better, although the system performance will definitely take a hit. It's not enough for me to go out and buy a Directx 11 card just to utilize it.. especially in FPS Multi players... I'd rather get the frame rate than the pretty rocks.
 
just wait until DX12 and all the can you see the difference threads! it is going to be rediculous but "the difference" between DX11&DX12 will be much more than just tessalation

Such as? There are no new features in DX11 compared to DX9. Tesselation was possible already, and that's deemed to be the prime feature of DX11. Yes it was improved by (belatedly) adding hardware tesselation support, but there is nothing in a DX11-based game which one couldn't have seen in a DX9 one. The most interesting things about DX11 are all aimed at developers, not end-users. What could there realistically be added to DX12 which'd be impossible or very hard/resource-intensive in DX11?
 
just wait until DX12 and all the can you see the difference threads! it is going to be rediculous but "the difference" between DX11&DX12 will be much more than just tessalation

The difference between DX10 and DX11 is much more than just tessellation as well, and you don't have the slightest clue what will be added to DX12 :rolleyes:
 
Such as? There are no new features in DX11 compared to DX9.

EDIT: forgot to read more closely.

... And as far as visuals go, it's never been about making the impossible possible, it's about making the unfeasible feasible.
 
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I played Dirt 2 last night for the 1st time @ 5760x1080 with DX11 OMFG AMAZING :D

And yes there is a big difference between DX11 and 10
 
When i saw the first part, i just thought it's parallax. Then he showed the roof and that totally blew me away.

Haven't tried any actual DX11 demo yet so i'm not sure just how practical this is, the cards can support it, but can they actually handle it? I have a 5850 and i'm gonna try to look for that demo.
 
I played Dirt 2 last night for the 1st time @ 5760x1080 with DX11 OMFG AMAZING :D

And yes there is a big difference between DX11 and 10

I agree. Dirt2 on Ultra looks absolutely amazing. I found one 5970 isn't enough for DX11 plus 5760x1080 though. Are you using quad crossfire? I'm loving 2400x600 though, with 8XAA. 60fps minimum/average and max at Ultra in Eyefinity. Beautiful.
 
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