Crysis 2 was never part of gameworks, gameworks wasn't even around then. Crytek made the tesselation code they didn't use any premade code from nV
And so what is this about again? If you only look at one or two objects that doesn't do anything. Unless your saying that one object is enough to crush AMD performance!
The engine doesn't force anything, but with default settings if a dev doesn't change the tessellation factors in the ini or cfg files, it will stay the same. Blaming this on nV is stupid for Huddy has nothing else he can do but point at nV because if he points at Crytek, you think Crytek will work well with AMD again?
http://docs.cryengine.com/display/SDKDOC2/Tessellation+and+Displacement
Tessellation even in Cry Engine 3 has limited factors but at each factor it is clearly visible that the highest setting looks better. You can also have different types of tessellation for even more detail, and tessellate shadows as well for increased realism, don't know how beneficial that would be in gaming but the feature is there.
Now the way the hull shader works, is it only gets data at certain times, so if there is one object or many objects being tessellated it won't really matter, but what matters is how much procedural geometry is created. In AMD's case it will stall the pipeline and this will also cause the shader array more pressure if complex shaders are being used at the same time.
1- 2 objects ? you should have goes on page 2 of the techreport articles They was at all time the water layer who was compute tesselation geometry, but not visible..
I dont know who was faulty for it..... And effectively that is an old story who should be separated of Gamework question.. This said, it was not the only TWIMTP games at this time where tesselation was strangely out of places, bringing a nice stall on AMD gpu's performances, ( HawX )..
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