I think you and others are missing the point, intentionally or otherwise.
Er, actually, I'm not. I'm not in agreement with AMD's stance till I see some evidence. I think tessellation in Evergreen is a kludge and they better fix it in Cayman.
It's not that AMD hasn't been talking about tessellation. I must be the only person here who sees the irony in a company pitching a 7th generation feature vs the competition's 1st generation while simultaneously complaining that the competition has "too much" performance. Also, after 7 generations if the best you can come up with is stuff like
this you're asking for trouble.
Isn't that a Microsoft sample, part of the SDK? Like the other D3D11 samples shown before Evergreen's launch?
Let me put it this way. If Huddy approached you right now and said "Hey Jawed, nVidia is pushing this over tessellated crap. What do you recommend we do to show people the right way to do things?"
Apparently they're doing it, with games like Civ 5.
Will you tell him to dust-off "Froblins" - a proprietary DX10.1 implementation that is not only visually uninspired but irrelevant in the DX11 world? Will that be your counter to nVidia's marketing money and aggressive tactics? There is such a thing as being too techie, a little pragmatic thinking goes a long way.
The era of demos for tessellation is over. By several years.
Yes, that's exactly what they need to do. Put the focus on them and what they're doing, not what nVidia is doing TO them.
Actually, what AMD's apparently accusing NVidia of doing is unnecessarily hobbling performance for the 80%+ of D3D11 gamers out there. But NVidia hobbling performance and IQ for people who aren't using NVidia is nothing new.
From the presentation that Sontin linked there's no doubt that there's too much tessellation in certain areas of the screen, but the algorithm is clearly much better than the naive rubbish seen in Heaven. I'm not convinced that HAWX2's intrinsically bad (it's a delicate balance and very hard to avoid over- and under-tessellation simultaneously), so I'm waiting to see why AMD thinks this game is excessive, quantitatively and qualitatively. There are more advanced techniques, such as making the silhouette the focus of the highest-quality tessellation. In fact NVidia went into this technique in some detail over a year ago. So you have to ask why that isn't in the game.
I also think that Huddy's talking nonsense about the required size of triangles. That's just an excuse, those are triangle sizes that don't disappear. I'm not convinced AMD has an argument. Some would argue that "good-enough" is OK, no need to stress out the hardware, but GTS450 seems to be OK.
The stuff about fragment over-shading is very true, but that's because quad-based rendering is too granular (it's a similar problem to dynamic branching incoherence). I suspect ATI's architecture is especially inefficient in the management of quads in hardware threads, so adding to the pain.
Tessellation performance of Evergreen might have been adequate back in R600's days, but a forward-looking architecture's required. It doesn't scale.
The "price" NVidia's paying for advanced tessellation/setup/rasterisation is not dissimilar to the price AMD paid with out-of-order thread execution in R520 and the fine-grained dynamic branching. That price has to be paid, going forwards.
Tessellation is about rendering the right-sized triangles. They seem right-sized to me in HAWX2, but that needs careful evaluation - and the algorithm may be on the naive side. If the game has a tessellation-quality slider then gamers can choose their trade-off and we can argue about IQ