- Jun 21, 2005
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I found it interesting that even in this review that the 5830 matches the 460 in Metro 2033.
http://benchmarkreviews.com/index.p...k=view&id=576&Itemid=72&limit=1&limitstart=12
It looks like a stock GTX460 can't compete with 5850 or GTX470 in Metro 2033:
http://www.hardwarecanucks.com/foru...force-gtx-460-cyclone-768mb-oc-review-12.html
We need to see more games with DX11 effects to see if GTX480 can keep up its serious performance advantage over the 5870 as was the case in STALKER and Metro 2033 (without Tessellation at 2560x1600).
Maybe they trimmed out the GTX460 a little too much. That could be why the GTX465 is faster.
Bear in mind that the 465 has more Polymorph Engines since it has more SMs. If you are tessellation limited then the 465 should be a good 10% faster at stock clocks.I find it more interesting that the gtx 465 looks much better?
What it basically says is that most current real world implementations of tessellation are more than sufficiently dealt with by existing tessellation designs from both NV and ATI, but going forward, both NV and ATI have insufficient methods of dealing with tessellation, so they will both need to up their game (although ATI a little more than NV since their performance drop is a bit bigger).
Not a huge amount of news, and it would be nicer if they have done some lower end tests, to see how the current mid-range (from ATI) deals with it.
The (lack of) difference in scaling between the NV cards is quite interesting, since the GF104 should in theory have a decent amount less power but the percentage decrease in higher workloads isn't that much greater.
The fact that the drop as you add tessellation in all the benches where there is a noticeable drop is similar between the GTX480 and GTX460 suggests again that the tessellator itself isn't a limiting factor.
The GTX460 has 7 polymorph engines at 675 (or 1350, doesn't matter), while the GTX480 has 15 at 700, so it should have only ~45% of the tessellation capability of the GF100/GTX480 (through polymorph engines x clockspeed), yet the performance drop when tessellation is used is roughly similar, and nowhere near the drop in theoretical tessellation performance. So the overall card is more the limiting factor when you increase tessellation levels beyond "normal" (i.e. the games where there's pretty much no hit, e.g. Dirt 2, AvP) and into the more extreme levels of Metro 2033, Stone Giant and Unigine.
So the ATI tessellator and the reduced tessellation performance of the GF104 vs GF100 don't seem to be the limiting factors. IMO.
I thought nvidia's way of doing it was supposed to be more efficient?
Depends on which benchmark you take.
Obviously with programmable hardware, it all depends on how the functionality is implemented by the developer.
Stone Giant and Heaven show exactly what nVidia had in mind: There is a pretty linear decrease in performance going from low to high tessellation settings.
The Radeons seem to have 'reached their fill' at a certain point and drop off almost exponentially from there on.
Heaven relies almost completely on tessellation, where turning tessellation off results in 'wrong' geometry, because too much detail is missing.
But that's not a realistic scenario for games. If you disable tessellation in games, you still want things to look correctly. I think this results in the 'flaw' that games with tessellation are based on the non-tessellated geometry, rather than simplified geometry (which is how tessellation should really be used... reduce detail).
I find it interesting that in Metro2033 the Fermi cards look like they are taking a bigger hit %wise than the Cypress cards when you look at the minumum fps, at least at the top two resolutions (the GTX 480 does better at the first res tested I think).
I thought nvidia's way of doing it was supposed to be more efficient?
What we see with current games is that they are basically DX9-class games with tessellation added on top, to make already high-poly geometry even more high-poly. Much like what TruForm used to do (and with the same bugs, as I see in the Metro 2033 screenshot: the weapon looks a bit 'inflated' in some points... other than that, you barely see what the tessellation is doing anyway).
Do you think games will eventually reach the level of what Unigine is doing? When do you think that would happen?
Unigine uses Tessellation in a very innefficient way, I'm pretty confident that done properly, will look as good as Unigine and will run faster than it is doing currently.
http://www.beyond3d.com/content/reviews/54/9
That's a nice article that gives a glimpse of what's going on in Unigine and why it's so hard on Cypress.
Well, why you did not continue with the quote?Typical of Beyond3D.
"This is a consequence of having numerous small triangles in the scene (just look at something like the dragon's leg or the roof), and is one of the cases where upping setup rate beyond 1 triangle/clock could have helped (we're pretty sure the rasteriser itself isn't the one causing the stalls, given pixel/triangle ratios)."
Well yea, the idea of tessellation is to generate detail... the whole point is to generate numerous small triangles, so that the result doesn't look like triangles anymore, but like perfectly curved surfaces.
The problem with Cypress is that it cannot do tessellation for large amplification factors, as I've already mentioned before.
Yet large amplification factors are pretty much the ONLY scenario where tessellation makes sense. Which is why you want a more powerful parallelized tessellation and triangle setup engine. nVidia didn't put that thing in Fermi just for kicks.
By having low poly source meshes, you also reduce the workload for things like vertex skinning a lot (although the Heaven benchmark doesn't really make use of that).
... in other words useless tessellation.One thing worth noting is that between 60 and 80(!)% of these primitives get culled, which doesn't strike us as terribly efficient: you've just hammered the GPU with some heavy tessellation, generated a sea of triangles out of which a huge portion won't be used since they're back facing, or 0 area for example.
Well, why you did not continue with the quote?
... in other words useless tessellation.
You contradict yourself:It's a synthetic benchmark, who cares?
The entire thing is 'useless' anyway, except for measuring how well various parts of the GPU, including the tessellation unit, perform.
But you can always trust Beyond3D to attack the benchmark, rather than the weaknesses it uncovers with certain hardware.
Well, Unigine is a game engine, any game could license it and make use of it right now.