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| View Poll Results: How soon will Nvidia respond with GT300 to upcoming ATI-RV870 lineup GPUs | |||
| Within 1 or 2 weeks |
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1 | 0.65% |
| Within a month |
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5 | 3.23% |
| Within couple months |
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28 | 18.06% |
| Very late this year |
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52 | 33.55% |
| Not until next year |
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69 | 44.52% |
| Voters: 155. You may not vote on this poll | |||
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#3426 |
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Senior Member
Join Date: Sep 2003
Posts: 2,076
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Does anyone know if the Dynamic LoD can auto-scale based on the frame-rate?
It would require a new benchmarking regime if every card would be able to play at 60fps just by scaling tessellation LoD
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But it's DOUBLE CONFIRMED |
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#3427 |
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Senior Member
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Yes tesselation can be scaled depending on the framerate. It is parameter under complete control of shader programmer.
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#3428 | |
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Member
Join Date: Jun 2007
Posts: 263
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Quote:
Hardware only displacement mapping, even with trilinear filtering of the displacement maps. If you press the A key, the continuous level of detail tessellation will be adapted so that the animation runs at 60 Hz on any card ! In wireframe mode you can see the tessellation pattern, slightly nicer than what ATI does if I may say. Last edited by Voxilla; 20-Sep-2009 at 13:30. |
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#3429 |
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Senior Member
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Impressive, except all this tesselation was doe on CPU right? But I prefer doing them on a GPU, and that's why I am excited at dx11 tessellation.
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#3430 | |
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Member
Join Date: Jun 2007
Posts: 263
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Quote:
The CPU does very little work. If you read the technical document you can find how it is done. It is done with vertex morphing. On my GTX280 I'm getting 400 million tessellated triangles a second. Would be slightly impossible to do this with the CPU, especially as the mesh is not a triangle strip. |
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#3431 |
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Senior Member
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Kewl!
Adaptive performance LOD scaling -- The thing HW tessellation should be used for in future DX11 titles!
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#3432 |
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Senior Member
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There is no redistributable Dx11 package.
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GPU blog |
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#3433 |
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Member
Join Date: Jul 2004
Location: England
Posts: 442
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#3434 | |
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Senior Member
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Quote:
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GPU blog |
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#3435 |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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Hmm, that's a strange model to use for a tessellation demo. Giving bricks volume is fine but they already did that in Toyshop with POM. I expected them to use something with more fine detail, like a character or vehicle. I assume that's just one of several models in the demo?
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What the deuce!? |
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#3436 |
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Senior Member
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This is just small part of the NDA-ed press material.
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#3437 | |
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Junior Member
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Quote:
Look at these two, in particular: http://img193.imageshack.us/img193/7131/00001z.png http://img193.imageshack.us/img193/1281/00000w.png I dare you to compare those two pictures and say "Enh, POM looks as good", because it simply doesn't. |
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#3438 |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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My comment was about the choice of model/effect used, not whether POM was better than tessellation.....
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What the deuce!? |
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#3439 |
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Junior Member
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Oh...well, it's not just bricks, you also have roofing tiles and such this time :P
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#3440 | |
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Member
Join Date: Jun 2007
Posts: 263
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Quote:
Shaders and backend must be running at less than 10% efficiency in that case. |
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#3441 |
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Senior Member
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It is likely that this gen or next gen gpu's will ditch the minimum 2x2 quad pixel shader runs, even for a pixel sized triangles to save useless pixel shader work.
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#3442 |
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Senior Member
Join Date: Oct 2002
Posts: 2,444
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#3443 | |
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Senior Member
Join Date: Sep 2006
Posts: 1,433
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Quote:
__________________
“It is Microsoft. And I will kill them.” —Sony Computer Entertainment President and CEO Ken Kutaragi, asked in 1994 who he thought the biggest competition would be for his upcoming PlayStation game console. |
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#3444 | |
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Regular
Join Date: Mar 2007
Posts: 8,998
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Quote:
Early tesselation demo's showed a quite radical increase in triangle count without a large performance hit up to a point. Unfortunately I don't think any of those demo's were made publicly available. Regards, SB |
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#3445 | |
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Member
Join Date: Jun 2007
Posts: 263
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Quote:
In my opinion it is not very likely that the R870 already would do so. |
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#3446 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,704
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While a lot of small triangles may not be efficient I wonder at what point you take that route only because it offers the most detail per pixel. Real geometry via displacement maps, even if a big performance hit, looks really nice compared to POM or normals, and if you are running at nearly 100fps anyhow why not take the hit for some real geometry?
__________________
"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#3447 | |
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Member
Join Date: Jun 2007
Posts: 263
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Quote:
Last edited by Voxilla; 20-Sep-2009 at 18:13. |
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#3448 |
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Senior Member
Join Date: Apr 2007
Posts: 1,394
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#3449 | |
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Member
Join Date: Jun 2008
Location: Torquay, UK
Posts: 913
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Quote:
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#3450 |
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Senior Member
Join Date: Apr 2007
Posts: 1,394
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Feature tests are afaik not influenced by preset.
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