HurleyBird
Platinum Member
- Apr 22, 2003
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The pre-release benchmark for Lost Planet II, is also whats used in the final game. Returns the same results.
Not saying this is the case for HawXII, also AMD included Lost Planet II in one of their new slides thats leaked. So it seems they improved their tessellation performance to compare it to the gtx 460 , or they 'fixed' a driver for that game/benchmark. It would be interesting to see someone break down how the improvement was made.
My guess would be that either: LP2 uses one of the lower tesselation factors that HD68xx benefits from, or, AMD simply disabled tesselation for both cards
This is debatable.
I've been complaining about too low polycounts in games ever since the first T&L hardware was out (which drastically improved the polycount that hardware could theoretically handle, but games continued to be designed for low-end hardware with CPU-based T&L/consoles).
I also hate low polycounts, however, looking at say heaven benchmark, there isn't really a visible difference between normal and extreme tesselation. Like 8xAA (or even 4xAA) vs. 16xAA. There is however, a large performance difference. The problem with the way I've seen tesselation in games is that they only tesselate specific objects, and they apply a lot of tesselation towards those objects. I think the best middle ground is to apply tesselation to the entire scene, in a way that minimized geometry when it is not needed, and maximizing it when it is, instead of simply tesselating a few random objects to an extreme amount. In terms investment into tesselation, Nvidia is overkill, and AMD is underwhelming. I see the correct balance being somewhere in the middle.