This screen shot showing the games ocean being fully tessellated under the City for no reason has been debunked?
Where?
This Twitter exchange between Alex B and a Crytek rendering dev for example.
This screen shot showing the games ocean being fully tessellated under the City for no reason has been debunked?
Where?
This screen shot showing the games ocean being fully tessellated under the City for no reason has been debunked?
Where?
We know DX12 requires more developer side optimisation for specific vendor architectures than DX11 where the optimisation was done more by the vendors themselves in the driver and architecture specifics were more hidden from the developer by a thicker abstraction layer.
This I don't agree with as Nvidia's 522.25 driver has shown there is still plenty of driver level optimisations and performance to be extracted at the driver level in DX12 games.
This Twitter exchange between Alex B and a Crytek rendering dev for example.
That tessellated geometry is only present in that particular view and not in the normal game view apparently. I won't pretend to know the specifics but @Dictator did a detailed post on it some time back if I recall correctly.
EDIT: @trinibwoy beat me to it.
Gazing out from the shoreline, that simulated water looks quite nice, and the waves roll and flow in realistic fashion.
GPU PerfStudio gives us a look at the tessellated polygon mesh for the water, which is quite complex.
From the same basic vantage point, we can whirl around to take a look at the terra firma of Manhattan
In this frame, there’s no water at all, only some federally mandated crates (this is an FPS game), a park, trees, and buildings. Yet when we analyze this frame in the debugger, we see a relatively large GPU usage spike for a certain draw call, just as we saw for the coastline scene above.
That’s right. The tessellated water mesh remains in the scene, apparently ebbing and flowing beneath the land throughout, even though it’s not visible
So there's concrete slabs in Fortnite, where perfectly flat surface is split into countless polygons just for the sake of it, without any visual or such benefits?You mean like these "concrete slab" in Fortnite UE 5.1? Funny how the exact same result gets praised now...
Now the article I have seen states this:
So the debugger is showing the mesh is there under the City, if the mesh wasn't there it wouldn't be showing in the frame data.
Yes the article is correct, but Alex's tweet is explaining why the debugger mode isn't representative of the actual gameplay. That ocean mesh is culled in the game but not in the debugger.
Are you sure that isn’t a result of the consoles playing a big factor here. both Sony and MS supported developers with low level apis documentation and support with their own hardware specifically for older GCNS and now RDNA which all happen to be AMD.Given this is a complete disaster probably not. A hell of a lot of games do run better under low level APIs on AMD GPUS though. Both RDNA and older GCNs from the Paxwell era.
Maybe I missed it but is there a link to the article?Now the article I have seen states this:
Yes, that is Nanite for you.So there's concrete slabs in Fortnite, where perfectly flat surface is split into countless polygons just for the sake of it, without any visual or such benefits?
Well Nanite structures contain millions of small polygons just like highly tessellated surfaces. There's a huge difference between the two though, they're not really comparable. Nanite is far more efficient at processing these types of objects, faster than traditional objects under standard rasterization pipelines.So there's concrete slabs in Fortnite, where perfectly flat surface is split into countless polygons just for the sake of it, without any visual or such benefits?
There's no doubt some optimisation can still be made through the driver. But the entire premise of DX12 is that it's a thinner abstraction layer that gets the developer closer to the metal of the GPU. And so a result of that is they will need to do more of the optimisation to the metal themselves rather than relying on the driver. That's pretty much been the central discussion around low level API's since Mantle.
There is nothing to "match" with h/w, the API expose everything needed, the problem is in how the s/w is using the API.Nvidia has had over a decade to better match their hardware with the DX12 model. It’s no one’s fault but their own.
At least Matrix demo has decently sized triangles where appropriate, like the road. If it was anything like Crysis concrete slab it would be tiniest triangles like in finer geometry.Yes, that is Nanite for you.
Last and current generation.Which XBox consoles are programmed with DX12?
I'm not going to say there probably aren't goign to be exceptions to this rule.... butThere is nothing to "match" with h/w, the API expose everything needed, the problem is in how the s/w is using the API.