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Unigine Heaven Benchmark with DX11 Tessellation

HardOCP: "We don't typically cover 3D benchmark programs, primarily since they generally have nothing to do with real-world gaming experiences. This new application from Unigine is a bit different than others though. Unigine is a 3D framework middleware engine that has been used in published games, and will also be used in some upcoming games currently under NDA. The Heaven Benchmark is the first 3D application that is available to us that utilizes DX11 and Tessellation, which will give us a glimpse of what Tessellation could do for us in games."
Kakkoii - contributor
Published: 46 days 22 hours ago | Article | PC | Tech
 
 

Showing: 1 - 10 of 10 Comments
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MetalGearRising - 47 days 17 hours ago
1 -
xbox360 gpu has DX11 Tessellation which Halo Reach will be the first to show case the graphical superiority and leave other consoles in the dust.
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Pandamobile - 47 days 17 hours ago
1.1 -
Lol, you really are an idiot.

The 360 GPU was made before DirectX 10, let alone 11. And every ATI GPU since 2005 has had this feature, but not one game really uses it because it slows the framerate down to a crawl.
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Kakkoii - 47 days 17 hours ago
1.2 -
The hardware tessellation on ATI GPU series 2000 and up, including the Xbox 360 one, doesn't have as many features as the one implemented by DirectX 11. Not to mention it has to be hard coded into your engine, as it's not part of DirectX 9 or 10.

And it's already been used on Mass Effect on the Xbox 360, MetalGearRising. Most developers haven't used it on the Xbox though because it would take a considerable amount of coding to put in their engine and work on the 360. With DirectX 11 it makes the whole job a lot easier, and more feature rich.
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Pandamobile - 47 days 17 hours ago
1.3 -
The guy's a complete retard. I dunno why we're bothering trying to explain it to him.
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kaveti6616 - 47 days 16 hours ago
1.4 -
Tessellation was used in Mass Effect? No wonder the framerates were so terrible. The 360 GPU is not some god GPU, mmmkay MGSR?

And these screenshots, while demonstrating the improvement that tessellation can make in the geometry, don't do it enough justice. I'm sure better developers can take more advantage of DX11.
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vegnadragon - 47 days 14 hours ago
1.5 -
1.2. No they haven't used Tessellation in console. If you don't know, Tessellation rises the number of polygons in the screen by a freaking lot and guess what more polygons waste? yes more memory. So now your 512mb of ram from the 360 or 256mb from ps3 are gone to render one object. So no it hasn't been used in consoles. In the computer in the other hand, i say it is possible if you have the right hardware. Now to be technical you can make a low poly model and use Tessellation, like for mountains maps for example.
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Kakkoii - 47 days 13 hours ago
1.6 -
@vegnadragon:

Tessellation was used in Mass Effect on the 360. Go look it up for yourself and see.

The way tessellation works, it doesn't fill the memory like a normal model of such a high polygon count would. Your memory still loads a basic model, but then applies a tessellation algorithm to the mesh increasing polygon count and uses a displacement map to displace the newly created vertex points.
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Xi - 47 days 11 hours ago
1.7 - actually a couple of games have used the hardware tessellator.
viva pinata is another game.

But they use it in tandem with the memexport function.

For instance, one example of its operation could be to tessellate an object as well as to skin it by applying a shader to a vertex buffer, writing the results to memory as another vertex buffer, then using that buffer run a tessellation render, then run another vertex shader on that for skinning. MEMEXPORT could potentially be used to provide input to the tessellation unit itself by running a shader that calculates the tessellation factor by transforming the edges to screen space and then calculates the tessellation factor on each of the edges dependent on its screen space and feeds those results into the tessellation unit, resulting in a dynamic, screen space based tessellation routine.

however tessellation of actual surfaces haven't really happened yet.

Expect a lot of changes in part to the 'exengine' and the release of DX11, more developers will start to take advantage of the memexport and hardware tessellation, at least to the degree it's capable of.
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evrfighter - 46 days 22 hours ago
1.8 -
The discussion going on in the open zone is more in depth and civil than about 95% of the articles submitted here.

I wanted to add some input but then realized there's no longer anything that needs to be said.

OH WAIT

OP is an idiot.
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FailureRate54 - 46 days 22 hours ago
1.9 -
The only one with tesselletion is our Mum.

Stop write bullshit, tesselletion is built in ATI chip from 2000Series stupid idiot, your XFlop GPU can't even render a DX 7 application...ù

edit:

Yeah Yeah, only ignorant can disagree.

But here... THE FACT

We are really looking forward to real time hardware Tessellation and what it will bring. In fact many of us have been looking forward to it actually working since 2002. Tessellation is nothing new, the idea is quite old in the computer world, but the ability to run it in real-time on consumer hardware is what is new, and right now AMD has the only hardware capable of doing it.
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