Silent_Buddha
Legend
AMD's tessellation optimizations aren't just active for benchmarks. They active at the driver level and I haven't seen a website or video ever benchmark with them off unless they were specifically investigating the feature. In that I mean that basically any game that uses tessellation is being altered from what the original game code is calling for. I would put that on the same level of shiest as nVidia replacing shaders like they had done in the past. But, in that era ATi wasn't immune to those types of tactics either. Do a search for "ATi Quack" and you'll see what I mean, where they were rendering quake 3 at lower than user selected settings to win in benchmarks even though it had a negative impact to image quality.
I will say that I think AMD's tessellation optimization is useful in that it's a mostly unnoticeable in terms of image quality, but it makes almost every benchmark invalid as an apples to apples comparison because they are doing different amounts of work. In AMD's defense, it's a driver feature that can be turned off, unlike the shadiness of the past
Usually sites that do reviews will visually look at games under a microscope (magnification) and determine whether something like this is visible or not. If it's not visible to the naked eye then they generally won't comment on it. If it does visibly alter the look of the game, then they will quite often raise holy hell, and rightfully so.
When AMD first implemented that as a driver option, many many many review sites tested with it on and off and none of them could see any visible differences. Hence, the conclusion that some games used an excessive amount of tesselation that lead to no visible improvement in the game's graphical presentation. Therefore, pretty much every review site is fine with it.
Basically, if the only place you can visually see the difference is in a wireframe rendering, then the excessive tesselation wasn't deemed as necessary in terms of benchmarking. However, that said, some sites persisted in disabling the reduction in tesselation level. Most stopped, however, as it served no purpose.
This was not the case when NV were doing shader replacement as well as forcing lower bit depth rendering back in the day. Those alterations actually did change how the game looked to the player, sometimes quite dramatically so.
We've had other things over the years that have been controversial, like NV's brilinear filtering (applying a lower level of filtering when a game requested trilinear filtering). AMD also got mud on their face when they were caught changing things for certain benchmarks why certain executables were run, like the infamous quake2 (or was it quake?) exe.
Regards,
SB