I've been looking around for information on this, but I can't find much (please let me know if I've missed any obvious threads).
Anyway, the two main quotes I've found are:
from all over the net:
from the b3d article:
Now... I've been thinking about this a lot, and in some ways I feel this is the most potentially powerful peice in the 360, yet I simply can't find any solid information on it.
So I'm wondering, in terms of usefulness, is this another TruForm, or something actually usable?
I'm still wondering:
Is the 'tessellation level per edge' cpu or gpu computed?
'vertex output from it is limited to 1 vertex per clock' I assume this is pre-tesselated vertices, and what is the normal vertex rate for xenos?
I was initially wondering if the tesselation would be pre or post-vertex shading, but given the 2-pass quote, can I guess that there can be a separate shader path for pre and post tesselated vertices? and do vertex shaders output tesselation levels?
Of course this all leads to displacement mapping...
How useful would this be? More so than occluded parallax?.. hmm
I ask all this, as I have various ideas on how to potentially exploit xenos and make pretty pictures. I just would like to know a bit more of how feasible it all is.
Of course I don't have a job working with xenos, in which case I wouldn't be asking *cough*
I appologize for rambling so...
For clarity, here is a kitten:
Thanks.
Anyway, the two main quotes I've found are:
from all over the net:
-The hardware tesselator in Xenos supports both adaptive and sequential, and adaptive tesselation requires 2-pass. If the tesselator is used the vertex output from it is limited to 1 vertex per clock though the performance impact can be mitigated as output vertices from the tesselator have higher locality for better caching.
from the b3d article:
An additional functional element that Xenos provides to developers is a Geometry Tessellation Unit. The tessellation unit is a fixed function engine that accepts triangles, rectangles and quads as its primitive input, along with a tessellation level per edge such that the level of tessellation is completely variable across the surface of the original primitive.
Now... I've been thinking about this a lot, and in some ways I feel this is the most potentially powerful peice in the 360, yet I simply can't find any solid information on it.
So I'm wondering, in terms of usefulness, is this another TruForm, or something actually usable?
I'm still wondering:
Is the 'tessellation level per edge' cpu or gpu computed?
'vertex output from it is limited to 1 vertex per clock' I assume this is pre-tesselated vertices, and what is the normal vertex rate for xenos?
I was initially wondering if the tesselation would be pre or post-vertex shading, but given the 2-pass quote, can I guess that there can be a separate shader path for pre and post tesselated vertices? and do vertex shaders output tesselation levels?
Of course this all leads to displacement mapping...
How useful would this be? More so than occluded parallax?.. hmm
I ask all this, as I have various ideas on how to potentially exploit xenos and make pretty pictures. I just would like to know a bit more of how feasible it all is.
Of course I don't have a job working with xenos, in which case I wouldn't be asking *cough*
I appologize for rambling so...
For clarity, here is a kitten:
Thanks.