
Yup, and you get a 45-74% performance hit on $400-500 GPUs as well.
Nearly every object in today games is low poly. It's start with walls and end with small objects like cups. The only reason we don't see so many games using Tessellation Crysis 2 and HAWX2 is because of AMD's useless hardware. There is not one Gaming Evolved title on the market which is showcasing Tessellation.
Yes, AMD's hardware cannot run extreme tessellation Crysis 2, or in Batman AC. Looks like you are right that AMD's hardware is totally worthless for Tessellation....:sneaky: and people wonder why this thread went downhill so fast.
Crysis 2 on Ultra
Batman AC maxed out
Even HD6850 provided perfectly playable framerates in HAWX 2 with tessellation:
There must be reasons other than "AMD's worthless hardware" why Tessellation is not taking off:
1) Current generation consoles are not DX11 capable, and cannot do tessellation. That means to add these DX11 features you need to code the game for the PC from the ground-up or add a DX11 patch later ala Crysis 2. Both of these options add extra costs to game development that not all studios can justify.
2) Artistic and development costs overall due to lack of adaptive/dynamic tessellation model in place for now can force project delays and cost overruns;
3) Developers are still struggling to use Tessellation efficiently and especially having a lot of difficulty with using this feature to make games look tangibly better (Crysis 2, Metro 2033, The Secret World, STALKER: COP).
4) Modern GPUs in general are too slow period to use tessellation outside of select areas. Neither GTX680 nor HD7970 will be fast enough to run an
entire tessellated game world with in-game characters, while using all the other advanced graphical features such as Boken Depth of Field, SSAA/HDAO, multiple area lights, global illumination model via DirectCompute shaders, contact hardening shadows, volumetric fog, POM, etc. It's pretty funny that you are blaming "AMD's worthless hardware" for stopping tessellation from taking off when tessellation is just in its infancy and 225+ million console games cannot use this feature, making it prohibitively expensive to code games with DX11 pre-tessellated assets until PS4/Xbox720 launch and start using Unreal Engine 4, CryEngine 3.4, Frostbite 2.0 game engines, etc.