GE Storm Test
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Timmy51m wrote:
Ah, negativity! Tessellation is done on the graphics card in the tessellator, not by cpu, of course you only find this feature on a DX11 card, but hell, it’s 2011 now. It will be a few years from now by the time his game comes out.Lol he said GPU not CPU =] But he is right, the Tessellation engine runs on the GPU, hence why it hogs the living shite out of it, remember that video was JUST for tessellation… now throw in everything else it has to render and calculate and it would soon become apparent how much of a hog it actually is =]
But as you said, it could be more optimized / better methods by the time LS comes to release =]
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My bad, he did say GPU, apologies FF, :oops: obviously I either need glasses or I should steel more carrots off you ST you mad wabbit! There’s no rush is there, I’ve got at least a couple more years to pester you about it LS.
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My fairly high-end laptop lags with tessellation quite badly… in 480x320.
It’s VERY nice, it looks amazing and alongside displacement mapping it makes things pop out really nice. It’s just that it’s still very much limited and tends to suck on all but >$300 desktop GPUs, which not all people have.
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GPU tesselation has been around for awhile, it’s a standard feature on ATI cards since I believe the 8500 (when DX 9 had just come out). I’ve played with it, for a single mesh it’s fine, any more than that and you notice considerable slowdown.
For displacement mapping I will be using parallax occlusion mapping. It works fine in DX 9, I still have alot of tweaking to do with it though since it is a GPU hog. Once I get back to work on it I plan on making it like the way Stalker does it, at a certain distance it switches over to plain normal mapping.
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LS, tessellation in Radeons doesn’t count. It doesn’t use the same process on the die. The new cards adhere to a pretty severe spec as far as I can remember, so they’re tuned to do efficient tessellation. However, you need the high-end cards for the tessellators to really do their job.
As for displacement mapping, I mean actual displacement mapping. Parallax mapping is a good replacement, but it doesn’t change the geometry.
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Hehe, it was still tesselation. Anyways, it was better to handle displacement mapping using POM for DX 9 hardware. It is so GPU intensive anyways it will be an optional feature.
Anyways, thought I would throw in another video of the vegetation. This is simply a test so no special fx, exploding martians or the like will be in it.
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Reminds me of a Safari scene. !)
And who said you have no imagination?
All those carefully-balanced overhead rocks, sculpted into sublime abstracts of liquid motion caught in time, brought to reality by some virtual eye, and unseen hand…!
Hey! I should have taken up prose!
My poetry sucks, but if you insist I could give that a try too…? ?)