(...) “These days, the most typical resolution for serious gaming is 1080p. A resolution where you have 1920 dots left to right and 1080 from top to bottom. That gives you around 2 million pixels’ worth of work onto the final screen. However, you actually end up working with a much larger picture, to allow for things like light sources and shadow generators that are off screen in the final image, but which still need to be accounted for. The same goes for situations where something is in front of something else, but you don’t know that at the start, so you end up doing work on pixels that may or may not make it to the final cut”.
“Overall, the polygon [Triangle - Ed] size should be around 8-10 pixels in a good gaming environment”, said Huddy. “You also have to allow for the fact that everyone’s hardware works in quads. Both nVidia and AMD use a 2×2 grid of pixels, which are always processed as a group. To be intelligent, a triangle needs to be more than 4 pixels big for tessellation to make sense”.
Interesting enough, but why are we being told this? “With artificial tests like Stone Giant,which was paid for by nVidia, tessellation can be done down to the single pixel level. Even though that pixel can’t be broken away from the 3 other pixels in its quad. Doing additional processing for each pixel in a group of 4 and then throwing 75% of that work away is just sad”.