Added: 1 year ago
From: alicio04
Views: 17,287
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (32)

Sign In or Sign Up now to post a comment!
  • FANTASTIC! O_O

  • esta buenisimo 

  • 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 Arkham City is DX 11 ?

  • @TheGrandTheftshit yes, its also the most graphics demanding game i ever played, even more so then battlefield 3.

  • @Djghost1123 lol wtf it has shitty graphics even skyrm has better visuals

  • @TheGrandTheftshit skyrim has pretty bad visuals and arkham city has one of the best visuals on a maxed out pc - fact.

  • 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.

  • It's funny how so many people think this is new technology. It's only to the DX11 and MS.

  • 10 fps ftl

  • 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".

  • ATI and NVidia are both perfect cards (I prefer ATI) but DX is not enough to see real power.

  • 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

  • is it just me or is there no diference between DX9 an DX11

  • @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

    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

    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

    Oh yeah, definitely.

    As with every powerful tool there's going to be someone else out there not using it correctly.

  • @xalener I thought that. My fps tend to drop when an alien is up in my face

  • @alicio04 vc é brasileiro ?

    if dont NICEE video btw

  • @instructablesdinky its you and me now :S

  • @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!

  • @natelovesyou Euhm, 3GB sticks don't exist, the only way to get 6GB is 3x 2GB sticks.

  • 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 basicaly all it does is increases the amount of polygons which makes everything look better

  • This is an nVidia demo...

  • @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...

  • nice!!!

  • @Thet3 Thanks dude! this is the most recent technology found on the games, come to see my new videos...

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more