Yeah, on HD4 series which is why I said perhaps on HD4890, HD5 has "heftier hardware protection" on the PWM parts
(though I think there's no indication that it would actually hit temps requiring throttling even in Furmark, regardless of what name you use for it)
His final point was more relevant. Just cranking up the tessellation isn't necessarily useful. It depends on the content and resolution.It is easy to add, just change the number which is a tesselation factor (doable in real time) and you're getting more triangles. Whatever else is happening means nothing here because I was talking about tesselation and nothing else.
So, yes, he should stop posting crap, not me. I can say that again because I'm tired of his replies to my postings. When he says that you need to recompile an application to change the tesselation factor he's posting crap. As simple as that.
Sure! But resolution (and let's add screen size here too) isn't something that can't be changed without developer/vendor intervention. As for content - well, if you have content which is supposed to be tesselated in-game you can always prepare it for several tessellation lods. It is not that much harder than doing just one detail level once your infrastructure is ready for tessellation use in general.His final point was more relevant. Just cranking up the tessellation isn't necessarily useful. It depends on the content and resolution.
Might only be HD4xxx series then. But yes throttling was there as in software based profile. If ATI detected default exe name of Furmark it loaded a profile that in turn limited the GPU usage to in the end throttle temps. PWMs hitting 125c or beyond cant be having a good time, atleast not those and GPU parts exceeeding 100c is also quite something to throttle, no?
I could just imagine the face of someone doing a bench run with fans below 40%...
Yeah, I'm looking forward to lots of tessellation done right - glad NVidia's not shirked away from making the hardware good.Pushing high-level tessellation into DX11 applications should be much simplier task for NV's devrel team than pushing PhysX ever was. After all it is an industry standard feature which is supported by both major players now.
Yeah, I'm looking forward to lots of tessellation done right - glad NVidia's not shirked away from making the hardware good.
Jawed
psolord's comment that you replied to said nothing about there not being games to take advantage of tessellation. He said Unigine's extreme tessellation level was in his opinion more than is necessary. It's easy to tessellate the hell out of something. It's more difficult to have the visual difference be worth the cost.Sure! But resolution (and let's add screen size here too) isn't something that can't be changed without developer/vendor intervention. As for content - well, if you have content which is supposed to be tesselated in-game you can always prepare it for several tessellation lods. It is not that much harder than doing just one detail level once your infrastructure is ready for tessellation use in general.
Saying that there won't be any games this year which will take advantage of GF100's tessellation abilities is quite bold. From my point of view there is pretty high possibility of getting such games before 2010 ends. Pushing high-level tessellation into DX11 applications should be much simplier task for NV's devrel team than pushing PhysX ever was. After all it is an industry standard feature which is supported by both major players now.
It's not like GF100 will become slower with less tesselation.Perhaps but if you had a choice of extreme tessellation 25FPS with little visible differences compared with 45FPS tessellation, which would you pick?
Normal:I'd really like to see the difference between extreme and normal Heaven 2.0 actually
It's not like GF100 will become slower with less tesselation.
Official IXBT.com benchmarks.
Test Box:
Intel Core I7 CPU 920 (2667 MHz);
ASUS P6T Deluxe;
3 GB DDR3 SDRAM Corsair 1066MHz;
WD Caviar SE WD1600JD 160GB SATA.
Tagan TG900-BZ 900W.
Windows 7 32bit; DirectX 11;
Dell 3007WFP (30").
CATALYST 10.3; NVIDIA 197.17.
Game: Unigine Tropics Benchmark
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-tr-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-tr-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-tr-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-tr-wxp-2560-pcie.html
Game: Far Cry 2
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-fc-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-fc-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-fc-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-fc-wxp-2560-pcie.html
Game: Unigine Heaven Benchmark DirectX 11.0
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-h2-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-h2-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-h2-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-h2-wxp-2560-pcie.html
Game: CRYSIS, RESCUE
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-cr3-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-cr3-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-cr3-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-cr3-wxp-2560-pcie.html
Game: CRYSIS WARHEAD, CARGO
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-cr4-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-cr4-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-cr4-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-cr4-wxp-2560-pcie.html
Game: Unigine Heaven Benchmark DirectX 10.0
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-h1-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-h1-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-h1-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-h1-wxp-2560-pcie.html
Game: 3DMark Vantage Graphics MARKS
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-m-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-m-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-m-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-m-wxp-2560-pcie.html
Game: Colin McRae: DiRT2
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-di-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-di-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-di-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-di-wxp-2560-pcie.html
Game: Just Cause 2
Result:
1280x1024 http://www.ixbt.com/video/itogi-video/0310/itogi-video-jc-wxp-1280-pcie.html
1680x1050 http://www.ixbt.com/video/itogi-video/0310/itogi-video-jc-wxp-1680-pcie.html
1920x1200 http://www.ixbt.com/video/itogi-video/0310/itogi-video-jc-wxp-1920-pcie.html
2560x1600 http://www.ixbt.com/video/itogi-video/0310/itogi-video-jc-wxp-2560-pcie.html