It's becoming clear to me that just raw tessellation/displacement in the graphics pipeline with no high-level culling based on bounding box guarantees or otherwise is going to be a poor use of hardware resources. Unsurprising really, but it casts doubt onto the utility of a naive benchmark implementation.It's quite a technical challenge, though. Until a triangle's vertices have passed through DS, you can't know precisely if the triangle's possibly occluded.
You never really want to tessellate smooth surface interiors... these cases can all be handled more efficiently with shading (even with higher-order normal interpolation if required).Though if high density is required to produce nice specularity, for example (which would be anti-aliased by MSAA) then high density is required even in areas of low/smooth displacement.
No one is downplaying DX11... everyone loves it. What people are questioning is the realism of the tessellation workload in the one benchmark.Yes yes. But we know nothing about GF100's DC performance. All this DX11 downplaying is a result of GF100 tessellation performance.
AvP has plenty of tessellation... the aliens for instance are fully smooth and tessellating them more would just be a waste (perhaps Uniengine-style).AMD has the only tessellation hardware for developer in the last 6 months. It seems normal that all games with tessellation show not very much tessellation (AVP or Dirt 2).
Not true - tessellation is arguably even more important as a means of continuous LOD (*removing* polygons efficiently) than adding detail.Well simple subdivision isn't what makes tessellation useful. It's the displacement mapping that happens on top of that which really makes a difference.