Tessellation is a terrific tool to deliver more realism and visual fidelity. However, careless use of the technology can quickly overwhelm the GPU and cause it to perform less efficiently with no visible benefit in image quality. Here are some potential pitfalls that can happen when tessellation is employed incorrectly:
- Rasterization: It’s important for all DirectX® 11-capable GPUs that tessellation not result in most polygons covering 1 pixel or less, in order to allow the rasterizers to keep operating at a reasonable level of efficiency.

- Overshadowing: If there are high levels of tessellation, it can produce many sub-pixel sized polygons, greatly increasing the impact of overshading.

- Multi-sample anti-aliasing (MSAA) techniques: Since tessellation results in a large number of small polygons, it also increases the number of pixels falling on polygon edges, thus reducing the efficiency of MSAA.
To overcome these challenges, our developer relations engineers make sure games can realize the full image quality benefits of tessellation while still making good use of GPU resources. This is done by using a variety of adaptive techniques that use high tessellation levels only for parts of a scene that are close to the viewer, on silhouette edges, or in areas requiring fine detail. Our goal is to keep polygon size at or above 16 pixels as much as possible. This allows for a fairly high polygon density, making scenes look great while also running well on all recent GPUs. We have also developed techniques that can help balance tessellation workloads by doing a limited amount of pre-tessellation in vertex shaders, which can help to reduce the impact of bottlenecks in the rendering pipeline.
As gamers, we know that you just want a game that plays well. At AMD, we are committed to delivering the best possible gaming experience for all gamers, not just those using AMD hardware. To that end, we are continuing our work with developers of DirectX® 11 games to help them use tessellation in the most efficient way possible.