- Dec 30, 2004
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That must suck for AMD.Both R6xx and R7xx hardware have tessellators, but since these are proprietary implementations, they won't be directly compatible with DirectX 11 which uses a much more sophisticated setup.
Originally posted by: ViRGE
That must suck for AMD.Both R6xx and R7xx hardware have tessellators, but since these are proprietary implementations, they won't be directly compatible with DirectX 11 which uses a much more sophisticated setup.
Originally posted by: SunnyD
And speaking of - I can tell you that the tessellators are a GOOD thing... probably one of the better things put into graphics technology in the past 5 years. I'd rate it far more important than PhysX and Stereoscopic but at least an order of magnitude.
Originally posted by: Azn
I didn't read the article but is MS dx11 trying to save bandwidth and fillrate by using tessellation like what ST micro did with Kyro cards? Why are they trying to adopt this now? what ever happened to Kyro?
By looking at the charts it looks like nothing but a marketing gimmick when in fact it's not going to change much.
Originally posted by: ViRGE
That must suck for AMD.Both R6xx and R7xx hardware have tessellators, but since these are proprietary implementations, they won't be directly compatible with DirectX 11 which uses a much more sophisticated setup.
I'm sure they can come out with a DX11 tesselator (I mean really, it's not like they have a choice), but as for a wrapper, I wouldn't bet on one. But in the present, that die space they used to include a tesselator on R6xx and R7xx products has been wasted if it's not going to be DX11 compatible, especially since no one is going to want to program specifically for it in lieu of targeting DX11.Originally posted by: taltamir
Originally posted by: ViRGE
That must suck for AMD.Both R6xx and R7xx hardware have tessellators, but since these are proprietary implementations, they won't be directly compatible with DirectX 11 which uses a much more sophisticated setup.
well, I am sure AMD should be able to make revisions to it to make it match the DX11 requirement with less work than nvidia can create one from scratch. And probably make a wrapper that will at least do part of the DX11 tesselation on current AMD hardware.
Originally posted by: SunnyD
Originally posted by: Azn
I didn't read the article but is MS dx11 trying to save bandwidth and fillrate by using tessellation like what ST micro did with Kyro cards? Why are they trying to adopt this now? what ever happened to Kyro?
By looking at the charts it looks like nothing but a marketing gimmick when in fact it's not going to change much.
Tessellation != TBR.
Tessellation is where the model is represented only by point vertices, and the tessellator is responsible for converting the point map into a solid geometric model. It is a bandwidth savings, but also a very expensive algorithm. (It's interesting to see the way it's described for DX11 - looks simply like a LOD tool)
Kryo uses something known as "Tile-based Rendering". It breaks down a scene into small tiles, and in a manner similar to something like SLI, allows the video processor to render a scene through multiple rendering pipelines at the same time. Kind of "SSE" for video.
Originally posted by: ViRGE
I'm sure they can come out with a DX11 tesselator (I mean really, it's not like they have a choice), but as for a wrapper, I wouldn't bet on one. But in the present, that die space they used to include a tesselator on R6xx and R7xx products has been wasted if it's not going to be DX11 compatible, especially since no one is going to want to program specifically for it in lieu of targeting DX11.Originally posted by: taltamir
Originally posted by: ViRGE
That must suck for AMD.Both R6xx and R7xx hardware have tessellators, but since these are proprietary implementations, they won't be directly compatible with DirectX 11 which uses a much more sophisticated setup.
well, I am sure AMD should be able to make revisions to it to make it match the DX11 requirement with less work than nvidia can create one from scratch. And probably make a wrapper that will at least do part of the DX11 tesselation on current AMD hardware.
Originally posted by: Azn
Originally posted by: SunnyD
Originally posted by: Azn
I didn't read the article but is MS dx11 trying to save bandwidth and fillrate by using tessellation like what ST micro did with Kyro cards? Why are they trying to adopt this now? what ever happened to Kyro?
By looking at the charts it looks like nothing but a marketing gimmick when in fact it's not going to change much.
Tessellation != TBR.
Tessellation is where the model is represented only by point vertices, and the tessellator is responsible for converting the point map into a solid geometric model. It is a bandwidth savings, but also a very expensive algorithm. (It's interesting to see the way it's described for DX11 - looks simply like a LOD tool)
Kryo uses something known as "Tile-based Rendering". It breaks down a scene into small tiles, and in a manner similar to something like SLI, allows the video processor to render a scene through multiple rendering pipelines at the same time. Kind of "SSE" for video.
TBR? Tile based Rendering?
It seems MSdx11 and Kyro uses same kind of technology. Dx11 a bit more advanced using shader while Kyro used Rop.
Why is tessellation expensive? LOL...
Originally posted by: SunnyD
Tessellation algorithms are very expensive - there's a lot of math going on behind the scenes to generate each triangle properly (finding nearest neighbors, ensuring no overlap, etc). I worked on a software tessellator once... I abandoned that because it just wasn't feasible with the hardware at the time.
I worked on a software tessellator once...
Originally posted by: Azn
Originally posted by: SunnyD
Tessellation algorithms are very expensive - there's a lot of math going on behind the scenes to generate each triangle properly (finding nearest neighbors, ensuring no overlap, etc). I worked on a software tessellator once... I abandoned that because it just wasn't feasible with the hardware at the time.
I bet in software implementation. I'm not too sure how taxing it would be with modern GPU that has tessellator in hardware.
Originally posted by: BenSkywalker
Something along the lines of voxel/NURBS or a vertex based tesselator? I could understand the shift if it we were changing primitives, but as it stands now I just don't see the logic behind it.
Yeah, I didn't really see anything fascinating in there either, the cliffs are basically:Originally posted by: BenSkywalker
After reading the article I really hope Derek just missed every good thing in DirectX 11, what he covered in the article all seemed like absolute garbage.