I still say Pong had the best graphics. Nothing can touch that. Nothing.
Can't beat that
I still say Pong had the best graphics. Nothing can touch that. Nothing.
I'm more fond of the graphics on Nethack, just brilliant.Can't beat that
I'll stick to shorter posts, and provide links to longer posts for those who want to read into more detail.
Has anyone here tried to install a dedicated Physx board with their ATI card using the 1.02 cake mod to see if there is a performance boost in Heaven?
I am preparing to test that shortly.
A Physx board does nothing for the Heaven Benchmark. The program does use Physx, but it limits it to CPU usage. At least they are being fair in that respect.
I'm more fond of the graphics on Nethack, just brilliant.
A Physx board does nothing for the Heaven Benchmark. The program does use Physx, but it limits it to CPU usage. At least they are being fair in that respect.
That's a very ... peculiar thing to say.Fermi is what all the other previous CUDA boards have been... High powered emulators. They run Directx in CUDA, Tessellation in CUDA, OpenCL in CUDA, OpenGL in CUDA, and it is not helping.
On Radeon HD 2000, 3000 and 4000, the hardware tessellation unit (called tessellator) has a max tessellation factor of 15.0. This is a hardware limitation that can’t be changed by software tweaks. The tessellator of Radeon HD 2000, 3000 and 4000 is a fixed function unit and we can’t program it with a shader. In OpenGL there are only two functions (described HERE) that allow to control it.
On Radeon HD 5000 series (Evergreen family), things are different. The Radeon HD 5000 includes the fixed tessellator of HD 2000, 3000 and 4000 AND a new programmable tessellation unit. This new programmable tessellation unit will be exposed via a new OpenGL extension (available shortly). And this new extension will allow to exploit the maximum tessellation factor supported on HD 5000 graphics cards: 64.0.
The DX11 tessellation and the DX9 tessellation are different pair shoes. Even if under OpenGL it's the same rendering pipeline, the tessellation factors are different. Is Heaven's max tessellation factor 15 or how does it work? Multi-pass?
Tesselation isn't bound to tesselator itself, either.
For example ATI has demo which does (n-patches?) tesselation via geometry shaders
So while you're "bound" by the limits of the tesselator on HD2-4, you could in theory further tesselate it with shaders if I haven't understood it wrong.
Yes, you are correct sir. The SP units on the new 5000 series cards can run tessellation to boost, if the software is written to take advantage of Stream.
Wow it looks terrible without AO.
Ooh very interesting, nice work. What's the FPS on precisely that position with everything turned on? Normal and Extreme?
I've just noticed that there's 3 sliders there for tessellation. Blimey, lots of testing possibilities there, e.g. a trade-off of distance and factor.
Seems like you have framerates that represent 3 different sets of one or more passes of tessellation. One with a shadow buffer from the sun, 11:39 only 32fps (approximately 2x the framerate you'd get with everything turned on?); another with minimal effects and seemingly no shadow buffer, 19:59 at 62fps and then 23:59 at 47fps which looks like its got some kind of full-screen "bloomy night lighting" post-process filter, but no shadow buffer - I'm not sure, in this last one, if there really would be an extra tessellated draw call in comparison with the 19:59 result.
I wonder if there's only a single tessellated draw call for the 62fps result?
Hopefully B3D will do something along these lines when investigating tessellation on GF100...
Or maybe the boffins are working on something more custom
Jawed