Hardware tessellation is nothing new, DX11 just standardizes / improves / mandates a feature that has been floating around since D3D8.
Frankly, I prefer image-space effects like normal/parallax mapping to artificially sub-divided geometry. Dynamically tessellated geometry creates an eerie unnatural look, more annoying than traditional aliasing or texture filtering on texture-map driven surface perturbation.
It reminds me of voxel filtering in volumetric rendering; lots of geometric jitter.
DX11 lets you have objects that are very highly detailed when you need them (up close) and not suffer the performance hit of always having them that detailed.
LOD (level of detail) does this, but that's just POP, this detail. POP, that detail. with tessellation it's so smooth that you don't notice it getting more detailed, and it gives the illusion that everything in the whole scene is at 100% detail, while you're getting normal performance
The problem with AVP's tessellation is that it is only applied to character models, and that the heightmaps supplied for it don't contain the detail that they should. The models end up looking like a rushed subdivided version of themselves.
I agree with you, but in other case end appear more detailed, if you look in Crysis 2 and compare for example the wall, you will see a great difference between DX9 and DX11... Direct X 11 shows much more realistic...
@instructablesdinky Well, I won't disagree about that... Actually, you can still find great dx9 games that looks really gorgeous when they use dx9 in the right way - and on the other hand, you can find poorly made dx10 or 11 games...
@instructablesdinky Shader model 5 introduces a few great features. Tessellation being one that can make the most difference since you can (for example) use it to LOD really well.
i don't understand why people keep using 6 gigs of ram,which is 3ple channel, with dual channel cpus????? are you all so fuckin ignorant????? eihter use 4 or 8 gigs for fuck's sake!
@tupacole Where do you get your information?? YOU are the one that's ignorant. Google "What is tri channel memory? « Icrontic Tech". The amount of gigs of RAM is NOT what makes something work with triple or double channel. It's the amount of DIMMs, and there are exceptions! Learn before you freak out bitch!
I don't understand how tessellation is being "implemented" in these APIs. I thought that that sort of thing was the graphics programmers obligation on a per project basis; what does the API do in this case?
FANTASTIC! O_O
karolina987mmoPL 1 month ago
esta buenisimo
spitfirelmd 1 month ago
I find radeon cards dont handle tessellation too well and on games like arkham city theres a pretty large fps drop when you turn it on max.
Djghost1123 1 month ago
@Djghost1123 Arkham City is DX 11 ?
TheGrandTheftshit 1 month ago
@TheGrandTheftshit yes, its also the most graphics demanding game i ever played, even more so then battlefield 3.
Djghost1123 1 month ago
@Djghost1123 lol wtf it has shitty graphics even skyrm has better visuals
TheGrandTheftshit 1 month ago
@TheGrandTheftshit skyrim has pretty bad visuals and arkham city has one of the best visuals on a maxed out pc - fact.
Djghost1123 1 month ago
Hardware tessellation is nothing new, DX11 just standardizes / improves / mandates a feature that has been floating around since D3D8.
Frankly, I prefer image-space effects like normal/parallax mapping to artificially sub-divided geometry. Dynamically tessellated geometry creates an eerie unnatural look, more annoying than traditional aliasing or texture filtering on texture-map driven surface perturbation.
It reminds me of voxel filtering in volumetric rendering; lots of geometric jitter.
MrGencyExit64 3 months ago
It's funny how so many people think this is new technology. It's only to the DX11 and MS.
Imprezaman555 4 months ago
10 fps ftl
mmoviefan7 4 months ago
I read AVP and saw the first bit and thought "This isn't AVP its a stone troll from LOTR that fell in radioactive fluids".
RainSmith32 5 months ago
ATI and NVidia are both perfect cards (I prefer ATI) but DX is not enough to see real power.
VincentGreece 6 months ago
DX11 lets you have objects that are very highly detailed when you need them (up close) and not suffer the performance hit of always having them that detailed.
LOD (level of detail) does this, but that's just POP, this detail. POP, that detail. with tessellation it's so smooth that you don't notice it getting more detailed, and it gives the illusion that everything in the whole scene is at 100% detail, while you're getting normal performance
super6plx 7 months ago
is it just me or is there no diference between DX9 an DX11
instructablesdinky 11 months ago 6
@instructablesdinky dear friend
The great diference between the both is the Tesselation.
DX9 can't renderize many details of an item, for example one rocky...
The texture is the most visible... if you want the lines of the Tesselation, please watch the video:
- GTX 295 vs ATI 5970 High Tessellation Unigine Heaven 2.1 - in my channel...
Any doubt, please let me know... =)
alicio04 11 months ago 13
@alicio04
The problem with AVP's tessellation is that it is only applied to character models, and that the heightmaps supplied for it don't contain the detail that they should. The models end up looking like a rushed subdivided version of themselves.
xalener 7 months ago
@xalener
I agree with you, but in other case end appear more detailed, if you look in Crysis 2 and compare for example the wall, you will see a great difference between DX9 and DX11... Direct X 11 shows much more realistic...
Try do it...
alicio04 7 months ago
@alicio04
Oh yeah, definitely.
As with every powerful tool there's going to be someone else out there not using it correctly.
xalener 7 months ago
@xalener I thought that. My fps tend to drop when an alien is up in my face
PhilipsLS1300 5 months ago
@alicio04 vc é brasileiro ?
if dont NICEE video btw
gmxgamer 1 month ago
@instructablesdinky its you and me now :S
o0DeathStrike0o 4 months ago
@instructablesdinky Well, I won't disagree about that... Actually, you can still find great dx9 games that looks really gorgeous when they use dx9 in the right way - and on the other hand, you can find poorly made dx10 or 11 games...
samoht1977 4 months ago
@instructablesdinky Shader model 5 introduces a few great features. Tessellation being one that can make the most difference since you can (for example) use it to LOD really well.
WolfosDotOrg 3 weeks ago
i don't understand why people keep using 6 gigs of ram,which is 3ple channel, with dual channel cpus????? are you all so fuckin ignorant????? eihter use 4 or 8 gigs for fuck's sake!
tupacole 1 year ago 10
@tupacole Where do you get your information?? YOU are the one that's ignorant. Google "What is tri channel memory? « Icrontic Tech". The amount of gigs of RAM is NOT what makes something work with triple or double channel. It's the amount of DIMMs, and there are exceptions! Learn before you freak out bitch!
natelovesyou 3 months ago
@natelovesyou Euhm, 3GB sticks don't exist, the only way to get 6GB is 3x 2GB sticks.
SisarothSC 1 month ago
I don't understand how tessellation is being "implemented" in these APIs. I thought that that sort of thing was the graphics programmers obligation on a per project basis; what does the API do in this case?
Prometheus722 1 year ago
@Prometheus722 basicaly all it does is increases the amount of polygons which makes everything look better
Anandoz7 1 year ago
This is an nVidia demo...
TehFurryPancake 1 year ago
@TehFurryPancake no Teh Furry, this is a DirectX 11 Demo. no Nvidia patent and no Ati patent too. It's used with the both cards...
alicio04 1 year ago 6
nice!!!
Thet3 1 year ago
@Thet3 Thanks dude! this is the most recent technology found on the games, come to see my new videos...
alicio04 1 year ago