Shifty Geezer said:....these can be performed on a tesselation unit on a DX10 class GPU, or performed on the CPU in the case of PS3....
how would 360 do this?
Shifty Geezer said:....these can be performed on a tesselation unit on a DX10 class GPU, or performed on the CPU in the case of PS3....
Either the hardware tesselator on Xenos, or if that's not full featured in some way use the CPU.Tap In said:how would 360 do this?
RobertR1 said:So what happens to all it's DX10/SM4.0 features?
Titanio said:I've heard it claimed that Crytek has said that the only improvements implemented in their DX10 path are optimisations and performance improvements - the effects themselves are visually the exact same. Someone might want to check that, though.
shiftyShifty Geezer said:...
...I mean if the tesselator in Xenos lacks functions found in true 'DX10' class GPUs. I'm not trying to suggest it's not a full tesselator at all, before some six-star starts saying I'm putting down the hardware. It's the first implementation of a hardware tesselator that I know of, and kudos to ATi and MS if they got everything they want in there in the very first attempt!...
GPU: Hardware Tessellation
3 modes of tessellation
Discrete: integer parameter, triangles only
Continuous: float parameter, new vertices are shifted to their final position
Per-edge: Special index buffer used to provide per-edge factors, used for patches only, cannot support traditional index data as well
Discrete Tessellation Sample
Triangle with tessellation level 4
Continuous Tessellation Sample
Quad with tessellation levels 3, 4, 5
Per-Edge Tessellation Sample
Quad-patch with per-edge tessellation factors of 1, 3, 5, and 7
forgive my ignorance but is this tesselation unit used in current games as part of Xenos normal operation or does it require a DX10 engine, like CryEngine2 to utilize it effectively?The combination of the shader array and tessellation unit can now make the, oft spoken of but rarely seen, capability of displacement mapping an attainable method to use as this truly becomes a single pass algorithm for Xenos. A simple primitive can be sent to the tessellation unit which is then subdivided into a vertex mesh and then that can be applied to a vertex shader program that does displacement map lookups via the vertex fetch texture units and then the geometry mesh altered according to the sampled values from the texture sampler. Alternatively, if the screen-space projection of the input primitive to the tessellation unit is calculated prior to tessellation then the per-edge tessellation level can be figured out dependant on that projection such that displacement mapping with correct, dynamic level of detail can be achieved.
Shifty Geezer said:It's the first implementation of a hardware tesselator that I know of, and kudos to ATi and MS if they got everything they want in there in the very first attempt! But 'if' it hasn't, the XeCPU can still be used.
Alstrong said:Hm....the roundness of the tires in MotoGP 2006 kinda suggest use of the tesselator, or maybe they're actually using a lot of poly's
$100 on just loads of polygonsAlstrong said:Hm....the roundness of the tires in MotoGP 2006 kinda suggest use of the tesselator, or maybe they're actually using a lot of poly's