That's ok, it pushes several milion subpixel sized triangles per frame, setup limited for sure.
That's ok, it pushes several milion subpixel sized triangles per frame, setup limited for sure.
Per pixel attribute interpolation is done after the setup. The domain shader interpolates attributes on a per primitive basis, before primitive setup.Could you do a back-facing test and a clipping test in the HS for each patch? A conservative, crude, early cull?
I've noticed on page 19:
http://developer.download.nvidia.com/presentations/2009/GDC/GDC09_D3D11Tessellation.pdf
that the Domain Shader needs to interpolate attributes. This is normally done after setup. It implies a fair amount of redundancy, i.e. coarse interpolation is perfomed (or even sub-pixel interpolation, I guess, with a high tessellation factor) once during DS and then again later after GS while pixel shading.
Jawed
Yup that's about what I figured.
Bah, now that we know for sure the hardware exists, I want performance numbers and information darnit. Having to wait however many months for a hard launch sucks.
Regards,
SB
Performance seems to rapidly drop off a cliff after about 15 or so patch divisions. It would have been interesting to see the triangle count as they increased the patch divisions.
Wonder if that's final silicon or if they'll have to do any respins.
CatalystMaker also seems quite excited in their product.
Regards,
SB
Hmm, now I'm thinking that rather than trying to cull patches in HS - which might not be possible, 1-in-1-out - you'd set the tessellation factors to 1.And yes, in theory one could pre-cull triangles, in practice it doesn't work in the absolutely general case as you are given total freedom, that's why the hw won't do it for you. Hell..you can even endup with cracks with DX11 tesselation if your shaders are not written properly.
White-out, Frogs and Dog chasing Ruby, that is all I remember off the top of my head.I have trouble making out the visual difference between 6 and 19..
but, nice tech demo.
I hope we get a nice looking demo. I don't remember anything since Ruby and 3dmark 05/06.
it is possible to cull patches. Not that it would have make any difference with respect to the AMD video.Hmm, now I'm thinking that rather than trying to cull patches in HS - which might not be possible, 1-in-1-out - you'd set the tessellation factors to 1.
I'm not clear on how adjacent patches marry their shared-edge vertices - the cracks problem. I suppose any "culled patch", one that's kept at a TS factor of 1, will have edges that can't show cracks - otherwise it wouldn't be a "conservatively culled patch". So those cracks, if they exist, can't show.
Jawed
Not too long, ~2.5-3.5months before we start getting some decent info, if the Oct launch date is correct.
Is that test application part of the D3D11 SDK?it is possible to cull patches. Not that it would have make any difference with respect to the AMD video.
Hmm, would high precision in TS defuse this problem (making fixed-function TS a good solution)? Where's that mismatch actually introduced?You can have cracks even with shared edges that share the same TS factor, as you might end up evaluating them in 2 different patches working on vertices but in a different order (gotta love floating point math )