AnandThenMan
Diamond Member
- Nov 11, 2004
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What was?If I am not mistaken this was the case in the original crysis as well
What was?If I am not mistaken this was the case in the original crysis as well
Yes, the ocean was there in the original crysis. Considering it wasn't tessellated then it probably didn't incur too much of a performance hit.
Let's say that it was a leftover artifact from Crysis 1. How do we explain all of the other ridiculous tessellation? How about adding tessellation because they were paid too and the person paying the bill didn't care where it was added?
If you are going to tessellate shapes you have to "weight" the vertices to define the "outline" of the model. If you don't then the tessellation, when applied, will smooth/round sections of the model that you want to have angles on. If something is a simple rectangle (just drawing a simple mental image) then you only have 12 edges to define as fixed (weighted 100%). Very simple and fast to do. Then you can tessellate the 12 polygons (2x 3 sided polygons per side) to your hearts content. It won't make ah heck all difference in the look of the model, but it'll jack the poly count, if that's all you are trying to accomplish. There is no other reason to tessellate flat sides of models. None! Tessellating the piss out of what are basically boxes is very simple to do. It's a complete waste of resources though. The best places to apply tessellation are on curved surfaces to smooth the outline of the model and remove the faceted look that models made up of straight edge polygons. You then adjust the level of tessellation on the model depending on distance from the camera.
Imho,
I don't agree! -- a title may have a fidelity setting that may shine on a particular architecture but doesn't really effect game-play. No one is harmed really and yet a gamer can be rewarded for the strength of an architecture.
To wait 'till both architectures are even -- ideal playing field -- if one can't handle the fidelity setting - then it's not worth doing -- how the hell does one move forward with that idealistic view?
All gamers have to enjoy it and if the other architecture or software isn't up to speed -- none at all. Can't push forward and innovate with that backwards thinking to me. It's noble to have a desire for everyone to have equal gaming experiences but an idealistic view and idealism becomes the enemy of good.
Sniper Elite V2 uses Asura Engine. But yes, it's a deferred renderer.Sniper Elite V2 uses Unreal Engine 3, that's about as deferred as they come.
The barries are not flat. :'(
Tessellation is used to create new geometry on the gpu to produce realistic looking objects. PN-Triangles is only one segment of it.
Battlefield 3 is not really compute-heavy. There are differences between compute shader and compute shader. Using this stage not exactly mean that your code is complex. Kepler just don't like complex codes, on the other hand GCN is designed for these situations.The most prime example of a game which uses a ton of compute shaders, is Battlefield 3, where Kepler still manages to crush their GCN counterparts.
They are mostly flat. I said I was keeping it simple for the purpose of easy explanation with the rectangle reference. Don't play on a single word or phrase and try and understand the concept.
No, they are not "mostly flat". With Tessellation they get structure and looking more realistic.
What you described is only PN-Triangle. One way to use Tessellation. That has nothing to do with the barries or curbs in Crysis 2. Crytek generated a new model out of the base mesh. And the visual gain depends on the base mesh:
And in the end: I don't get it why people complain: You are going from extreme to ultra in Crysis 2. A performance lost for a minimal visual impact should be normal today...
It's mostly flat because of the perspective. The same object - different perspectives:
http://forums.anandtech.com/showpost.php?p=32283290&postcount=522
This is a strawman of colossal proportions.
Nobody is arguing that AMD/Nvidia should stop trying to provide a better experience to their customers. But some while ago it seems that they decided that screwing over people using products from their competitors is much cheaper and works to the same effect. Do the tessellated barriers and concrete walls look that much better to warrant the horrid performance penalty? Do the lightning effects in Showdown are that much better than what you see in other games? I'm all for graphically demanding games even though I currently run on pretty poor hardware, if that means substantially better visuals. Instead, we're getting barely noticeable effects that cut your framerate in half to sell you videocards.
I was debating on whether to build a new rig, but I'll probably just get a Kaveri/Haswell laptop unless I'll see anything come even close to the jump that Crysis was, because the next gen console ports sure as hell won't need anything more.
Remember back in the days when you could select OpenGL or DX to play a game? Some games ran much faster on NV cards in OpenGL. Well that option was there. This way, you could still play the game with the ATI card in DX and have faster performance with the NV card in OpenGL. Both parties are happy. If Borderlands developer put in CPU physics and PhysX for nV cards and PhysX was superior, I have no problem with that. Instead, they spent time putting in physics effects via PhysX and allocated no effort at all towards CPU physics model. So it doesn't give a gamer any option at all. You either get physics with PhysX or nothing.
Dirt Showdown uses DirectCompute for the global lighting model. If you want global lighting, it's either that or nothing at all in that game. The difference is the industry is moving towards DirectCompute while PhysX is a closed standard.
Further, the excessive Tessellation in The Secret World is the only major difference between running the game in DX9 and DX11 as investigated by GameGPU.ru. The game looks so ugly, the developer would have been way better off working on a high-resolution texture pack. The rail-road tracks on cobble streets look all crooked as if the game was made in 2003. Unfortunately they were too busy serving NV's needs to put in a gigantic tessellated wall of red bricks that looks all smudged with a 4x performance hit. That's the future of PC gaming? I am all for Tessellation when it makes the game look a lot better. The Secret World is not one of those games. How did the developer go through beta testing of that game and conclude that a 4x performance hit is worth it to keep the Tessellation option while making the game look worse?!
This is no different than concrete barrier and invisible ocean in Crysis 2. Both of those things literally came out of nowhere, mysteriously after NV got involved.....Considering how great Crytek's physics, lighting and destruction model was in Crysis 1 4 years ago, I am not gullible enough to believe that Crytek's programmers would be so incompetent to do this:
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What kind of a programmer would miss a mistake like this by "accident" on a multi-million dollar blockbuster videogame????
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A tessellated ocean in the middle of NYC?
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Forward+ is great for everyone because it will budge Nvidia to get involved with PC gaming and with developers even more.
So if you're looking for that perfect game, that will have all the possible eye-candy and be superbly optimized to run like the Minecraft, you should buy yourself a spot in a decent cryogenic chamber.
I want to know how you would have felt if your card was 50% slower in BF3 than 7970 had AMD worked with Dice to implement Global Lighting model and contact hardening shadows using DirectCompute of GCN.......it would have basically made GTX670/680 worthless for BF3.
With this scenario a company with the most $$$ will bribe the most developers and sell the most cards.Before people closed a blind eye to this because it wasn't as prevalent.
You can't actually debate with ppl who try to defend Crysis 2's tessellation usage. A debate assumes both sides are capable of reason and logic.
Their analysis indicates that going to 32x or sometimes even 16x samples is OK (for walls they said going below 32x is noticeable already). But beyond that there is a very noticeable decrease in visual quality. My point is, I have no problems with using Tessellation when it improves visual quality. For example, imo Normal Tessellation in Unigine Heaven is much preferable to Extreme Tessellation, both visually (I think extreme looks too artificial) and as a trade-off in performance.
Sniper Elite V2 uses Asura Engine. But yes, it's a deferred renderer.
