1920x1080 = 2073600 pixelsIs AMD's "right way" not to limited for devs?
They must use twice the size of triangles and stay between tessellation factor 4-12 to have a 50%+ increase over Cypress. And in this case they are only capable of 540 Mtris/s max - slighty more than a GTS450.
Heaven 2.1 numbers from 6870: http://www.tomshardware.de/foren/241537-41-verkaufe-radeon-6870#t17807
Min-FPS is very low, no real improvement over a 5870. GTX460@715Mhz has 18,8 FPS, GTX480 35,4 FPS.
So maybe it tesselates maybe as same as 460. Good enough.
People need to stop making these simplistic calculations. Triangles come in clumps. When you have a bunch of small or hidden triangles, there are very few pixels drawn to the screen during that time. You basically have to deal with those triangles and draw the majority of the scene in the remaining time.1920x1080 = 2073600 pixels
If each pixel = 1 triangle, we have 2 Mtris/frame.
For 40 FPS we needs 83 Mtris.
Add EyeFinity with 3 x 24" LCD: 3 x 83 Mtris = 249 Mtris.
Add 3D over EyeFinity: 2 x 249 Mtris = 498 Mtris.
If I made no mistake, EyeFinity 3D (1920x1080) with 1 triangle per pixel @ 40 FPS -> 498 Mtris.
Heaven 2.1 numbers from 6870: http://www.tomshardware.de/foren/241537-41-verkaufe-radeon-6870#t17807
Min-FPS is very low, no real improvement over a 5870. GTX460@715Mhz has 18,8 FPS, GTX480 35,4 FPS.
Note that none of the cards actually are truly tesselation limited at these settings. Otherwise they wouldn't scale that well with resolution, and neither would the HD5870 be nearly twice as fast as the HD5770.has an average of 34.3fps, I'd say quite an improvement.
you are again wrong jimbo75
here a guy from anadtech forums did same settings with hairy overclocked GTX460 1gb@725MHz/3600MHz sli disabled
http://i482.photobucket.com/albums/rr185/notty222/Unigine_2010_10_20_17_23_54_726.png
I chose 4x4 right-angle triangles because it's been suggested that triangles of ~8 pixels area are small enough. This is merely an extreme bad case of ~8 pixel triangles, to show how an edge of roughly 4 pixels length can look nothing like a curve.You are mis-using tesselation and hardware capabilities the "circle" in the right could be rendered with just two triangles 4 pixels wide and 8 pixels high and letting them have at least 16 pixels area.
I presume you've seen:And just for reference, with 4 traingles one can significantly improve image quality by doing hexagons instead of squares, this just show how biased benchmarks are today by using supoptimal techniches just to decrease performance on one plataform.
That was with only 4x AF.
You can see the setting screen, too.Heaven v2.1 was set to high shaders, with 4x AF, and 4x AA, on normal tessellation mode with DirectX 11.
? Really?
Looks better to me. According to that pic, the 5870 did average of 25.8fps at 1920x1080.
5870 with cf disabled
http://i283.photobucket.com/albums/kk293/luv2eather/Computer/Uni5870.jpg
same as 6870
http://v3.espacenet.com/publication...T=D&date=20091203&CC=US&NR=2009295804A1&KC=A1What on earth is going on inside that tessellation engine? It's inexcusable to be drawing equivalent, bandwidth-wasting, pretessellated DX10 geometry faster than tessellated DX11 geometry.
[0008] Rendering costs during geometry shading are attributed to the ALU instructions required to process each primitive, the computing bandwidth associated with vertex lookup from the vertex shader's memory, and the computing bandwidth required to load the processed data into memory. Oftentimes, similar to the vertex shader, data processed by the geometry shader data is loaded into a memory device.
[0009] Rendering costs attributed to the vertex and geometry shaders can dominate the total rendering cost of the graphics pipeline. For some applications, the rendering costs attributed to the vertex and geometry shader may be unavoidable due to design constraints such as performance and circuit area of the GPU. For instance, for a high volume of primitive data entering the graphics pipeline, the geometry shader may emit a large number of primitives for each vertex processed by the vertex shader. Here, off-chip memory may be required such that latency periods between the vertex shader and geometry shader operations can be hidden. In the alternative, potential latency issues can be resolved by adding on-chip memory to the GPU, thus increasing overall circuit area. However, an increase in circuit area of the GPU is counterbalanced by manufacturing costs associated with the fabrication of a larger graphics chip. Thus, in light of performance and cost factors, off-chip memory may be a feasible solution for many GPU designs.
[0010] In situations where a low volume of primitive data enters the graphics pipeline and the geometry shader does not emit a large number of primitives for each vertex processed by the vertex shader, then the loading of processed data into, and retrieving of the data from, off-chip memory can be inefficient. Here, a latency period between the vertex shader and geometry shader operations can increase (relative to processing time) due to a small number of primitives being emitted from the geometry shader. In other words, since the geometry shader emits a small number of primitives, the computing time associated with retrieving data from the vertex shader's memory and loading data processed by the geometry shader into off-chip memory is more than the computing time for the geometry shader to emit primitives. As the geometry shader processes more vertex data with a small number of emits, the latency period of the geometry shader's operation increases, thus increasing the overall rendering cost of the graphics pipeline.
Overclock on your gpu?
Nope, they used 4xAF and 4xMSAA.
its not mine and dont think its overclocked.. oh cmon..
One more thing, is MLAA and improved AF something that will be found in CCC for both 5000 and 6000 series or is that hardware specific for the 6000 series?