ATI tesselation tech demo
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All Comments (49)
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240p... we meet again...
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@buddysmithburg 25 Million is currently the max for average gaming Pc.
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how many polygons you guys think devs can push with tesselation? Im guessing soon wele hit 10million per frame :D (for ref i think crysis maxed at 7 mill)
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@phantombadger Its cheap and quicker to make a low poly count character and have tess make it magically bigger without and more work. 1 day rendering vs 1 week rendering? Tess = more Beautiful Games Faster.
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Have you guys looked at the formula tech demo? Phong Tess works like AA and AF. it interprets and calculates the view points.and it does increase polys, look at the AVP wireframe video. so if the game is in DX11 then yes it will make it better. but if its an older DX8 game it might, if forced. Its more for devs than anything.
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what a waste of polygons
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@ronnysoeberg I agree with terrain water and clothing it looks good but when it's applied to structures and faces they tend to look disproportianate. I much rather have better textures. I really don't think it's a big deal that the new nvidia card out perform ati's at tesselation. I much rather have a cooler running card then more tesselation. Especially since my 9800gx2 fried itself with no overclocking. Granted I had it for 2 years but I'm still glad I went with Ati this time around.
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@tiefensucht - The way I saw this, I thought it was basically GPU-accelerated displacement mapping.
Normal maps designed just for normal mapping don't have displacement data, but there might be a way to fudge it in there by converting the z-coordinate of the normal to a displacement along the normal vector.
I guess we'll have to wait and see what happens. I'll have to wait a while since I'm not the kind of person who keeps up with graphics hardware.
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@cyborgtroy thats not absolutely right. tesselation replaces normal mapping and these games, which use normal mapping, could be - as far as i see - easy modified to use these normalmaps for tesselation. when idsoftware releases the doom3 sourcecode this or next year, we will see.
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wat.
I lold.
No, they usually use much lower polygon models for physics, to save processing time.
And you can't magically convert an older game to a higher-polygon version through tessellation, it.. that's not how 3D modelling works. Maybe you could smooth it or something, but it would be indiscriminate and weird-looking, and the textures would still suck.
cyborgtroy 2 years ago 10
Here we call upon "baking". It is where you have a low quality model(such as the model this would have been before tessellation)and then the better model is "baked" on. This makes the gamer believe the model, "character" or "avatar" is indeed the model that is baked on (through the use of normal maps, bump maps ect.).The low poly model is used as a collision model and a building block for the "maps". simply it allows high poly models to be shown with less stress on the computer. Hope this helps.
startroop69 3 years ago 6