Lonbjerg
Diamond Member
- Dec 6, 2009
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This part was a fun read:
So the anti-nvidia crowd got their shoes in the mouth...who would have guessed? ^^
The article claims that the flat surfaces are tessellated heavily and that this is just waste. This is false. The interiors must be tessellated to match the exteriors for precision reasons. Without doing so, you would get--best case--shadow acne. There are significant other problems that make their solution of "just don't tessellate the interior" ludicrous to anyone who has spent any amount of time with actually writing tessellation shaders.
Moreover, tessellation allows artists to more easily get the look they want while allowing them to trivially scale their content back to some sane minimum that they decide upon.
Now it's true, some users won't be able to tell the difference. So what? Others can. Silhouettes are one of the most jarring features to me on modern games. I cannot ignore them and fixing them with a traditional at pipeline is prohibitively expensive. It's also wasteful.
tldr; Crytek was neither lazy nor did they set out to unfairly screw over AMD. They implemented Tessellation. For this round of chips, it turns out that NVIDIA is significantly better at it than AMD.
PS: I fully expect that for the next generation of hardware, AMD will kick ass at tessellation. And for this generation, they've provided their users a workaround that (while unfair from a competitive standpoint is totally great from a consumer standpoint): they've allowed their users a way to clamp tessellation factors to a level where AMD doesn't fall off a performance cliff.
So the anti-nvidia crowd got their shoes in the mouth...who would have guessed? ^^
