blastingcap
Diamond Member
- Sep 16, 2010
- 6,654
- 5
- 76
Sure, because you like AMD more than nVidia so for you it's a "very obvious difference between supporting a feature and running it well".
But it seems for AMD there is no difference:
2009 - Tessellation is the most important DX11 feature
2010 - Went into the public and spread false information about Tessellation and the implementation in HAWX 2. Now AMD is the force behind the nearly non existent of Tessellation besides PN-Tessellation for low poly characters in games.
Why should i care about 11.1 when not even 11.0 get full support from both vendors?
If upcoming consoles are DX11 rather than DX11.1 then DX11.1 will be even more irrelevant.
Consoles are DX9 ATM so anything higher should of been totally irrelevant also.
It's consoles that are holding back tessellation. The game models need to be designed for tessellation from the start for it to be properly implemented. Adding tessellation to relatively high poly models just adds unneeded triangles and kills performance rather than helping it, as is the purpose of tessellation. Using tessellation for edge smoothing is the best implementation of it, at the moment.
It's consoles that are holding back tessellation. The game models need to be designed for tessellation from the start for it to be properly implemented. Adding tessellation to relatively high poly models just adds unneeded triangles and kills performance rather than helping it, as is the purpose of tessellation. Using tessellation for edge smoothing is the best implementation of it, at the moment.
Check Assassin's Creed III and it's use of tesselation.
Never more will game be published without fully deformable and tessellated snow.
http://www.gamersbook.com/repositor...6481d061229eeb6723849195d2712fb3_lightbox.jpg
Sadly on the DX11 tesselation the objects already need to be decently tesselated to get proper results.It's consoles that are holding back tessellation. The game models need to be designed for tessellation from the start for it to be properly implemented. Adding tessellation to relatively high poly models just adds unneeded triangles and kills performance rather than helping it, as is the purpose of tessellation. Using tessellation for edge smoothing is the best implementation of it, at the moment.
I wonder how this looks on the console version of the game?
Kepler supports UAVs in pixel and compute shaders. But not in tessellation related (hull and domain shader) or any other shader type before the rasterizers. And in my opinion, that is gaming relevant. Use of UAVs in vertex, geometry, hull and domain shaders have no potential use for anything outside of gaming. Where else does one use this shader types? So nV's claim they support all gaming relevant DX11.1 features is plain wrong in my opinion.
If I'm not mistaken, they don't support a single feature of level 11_1 which is not optional for level 11_0.
It might just be that Microsoft didn't want UAV acces by all shader types to be a new option for level 11_0. If Kepler doesn't support 64 UAV or TIR or anything else from level 11_1, there is no way for Nvidia to expose UAV access by all shader types.
UAV is a random access (read | write) view on a buffer. You can do scattered writes to an UAV fe. You can already render out into UAVs if you want in 11.0
I think you can not go without RT _and_ DS (+UAV) in 11.0, because then the whole pipeline goes to sleep basically. I'd say the "feature" it's really only a guarantee that nothing just turns off, you should be able to do the feature itself without problems if your hardware isn't a bit inflexible.
nVidias problem is likely the 64 UAVs, not that you can't turn off RT & DS together.
Edit: You also loose the resolution-information when you don't have a RT&DS bound, there it goes hand in hand with the "Target-Independent Rasterization" feature of DirectX 11.1.
Honestly I dont see a difference between DX9 and DX11
what is 11.1 gonna bring. Who cares.. ALl games right now are DX9 and DX10 ,
no worries kepler peeps...
False....DX9 and DX11 does have visual differences and performance.
So I read that article as best I could but I do not really see what the fuss is about. What does this deny me as a gamer who is buying video cards for my PC games? I sure don't buy cards to run flash and stare at the 2D desktop all day. If that's my main concern I'd just use my iGPU.
So someone please break this down without your crap slinging about "nvidia lied" or "AMD lied about tessellation before". Explain how this matters to a gamer and also explain to me why it matters if my card does or doesn't do some of these things that even Nvidia said aren't relevant to gaming since they only apply to 2D.
This is a thread designed to troll anyway that much is obvious. It's just hidden underneath the guise of a discussion. When any argument is made to attempt to explain Nvidia's side or to point out that AMD hasn't always been compliant when they claimed to be etc. it's greeted with veiled hostility. We've had enough of that here so someone please explain why I should care what this article says.
If you read the thread you would know as your questions have been answered already and it has been pointed out that what NV is missing is relevant to gaming despite NV's claims.
No, none of it has been explained at all. Nice try...I did read the thread. Nobody here has described why 2D rasterizing matters in UE4 for example.
Kepler supports UAVs in pixel and compute shaders. But not in tessellation related (hull and domain shader) or any other shader type before the rasterizers. And in my opinion, that is gaming relevant. Use of UAVs in vertex, geometry, hull and domain shaders have no potential use for anything outside of gaming. Where else does one use this shader types? So nV's claim they support all gaming relevant DX11.1 features is plain wrong in my opinion.
If I'm not mistaken, they don't support a single feature of level 11_1 which is not optional for level 11_0.
It might just be that Microsoft didn't want UAV acces by all shader types to be a new option for level 11_0. If Kepler doesn't support 64 UAV or TIR or anything else from level 11_1, there is no way for Nvidia to expose UAV access by all shader types.
UAV is a random access (read | write) view on a buffer. You can do scattered writes to an UAV fe. You can already render out into UAVs if you want in 11.0
I think you can not go without RT _and_ DS (+UAV) in 11.0, because then the whole pipeline goes to sleep basically. I'd say the "feature" it's really only a guarantee that nothing just turns off, you should be able to do the feature itself without problems if your hardware isn't a bit inflexible.
nVidias problem is likely the 64 UAVs, not that you can't turn off RT & DS together.
Edit: You also loose the resolution-information when you don't have a RT&DS bound, there it goes hand in hand with the "Target-Independent Rasterization" feature of DirectX 11.1.
That's simply opinion on a feature and unless this person is working on a game, we don't know that this is what UAV is going to be used for.
Personally, until there's a developer that comes out and explains why such and such a feature won't work on Nvidia cards. This doesn't matter.
http://blogs.msdn.com/b/b8/archive/...celerating-everything-windows-8-graphics.aspxSecond, to improve performance when rendering irregular geometry (e.g. geographical borders on a map), we use a new graphics hardware feature called Target Independent Rasterization, or TIR.
TIR enables Direct2D to spend fewer CPU cycles on tessellation, so it can give drawing instructions to the GPU more quickly and efficiently, without sacrificing visual quality. TIR is available in new GPU hardware designed for Windows 8 that supports DirectX 11.1.
Below is a chart showing the performance improvement for rendering anti-aliased geometry from a variety of SVG files on a DirectX 11.1 GPU supporting TIR:
You showed him 2D. He asked for 3D.
Tessellation is used for 3D and just because we personally don't now a use for a features does not mean it should al be dismissed because we don't understand it.
As my previous link shows there are opinions of others who seem to understand more who say it does matter to gaming in 3D regardless that there is also a 2d function.