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Forcing Tessellation off in AMD CCC? Comparison screenshots with 13.5 or newer driver

Ephremius

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Anyone have some comparison shots of any modern games with tessellation on and off with the latest drivers? Turning off tessellation in CCC increases my fps, and I can't really tell much of a difference, but if I could see it side by side I might change my mind... if anyone has some pics laying around comparing this with recent drivers, please post.

Cheers.
 
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Hi

This maybe

Screens shots under benchmarks
read here

atb (all the best)

Law-II
 

Ephremius

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Hi

This maybe

Screens shots under benchmarks
read here

atb (all the best)

Law-II

Yeah, I will leave the option at defualt, AMD Optimized then. That dragon screenshot especially won me over, dem spikes just popped outta no where :D
 
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Yeah, I will leave the option at defualt, AMD Optimized then. That dragon screenshot especially won me over, dem spikes just popped outta no where :D
Unigine Heaven is a very extreme case.
Games don't use tessellation anywhere as much as it does.
 
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Tesselation is stupid to begin with because no one freakin uses it properly. The point of tessellation was to INCREASE performance without sacrificing visual quality. Instead, EVERYONE did the exact opposite. Decreased performance without actually visually increasing performance. Making some idiotic side by side comparisons of "smooth" models is pointless if 99% of the game world is still made of squared objects that should be round.

It's the same as it was with LOD, except LOD was actually there with purpose to increase performance without sacrificing much (or any) of quality. I don't get it why everyone has gone in the opposite direction with tessellation which is the same thing as LOD, just evolved to be better.

I'd much rather see tessellation to be used for performance purposes and not quality. And then should artists themselves make round objects where theymatter (like rifle ironsights). Because all the tessellation BS doesn't seem to do much about such important stuff but it does churn out millions o polygons for some stupid NPC models no one gives a damn about.
 
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Hi

This maybe

Screens shots under benchmarks
read here

atb (all the best)

Law-II

i swear the difference between non tesselated and tesselated is over done in that benchmark. I know there's a difference. But i've played dx9 games where steps are more distinguished than in those pictures, same with roofs, and it didn't require any tesselation. I think tesselation can add superior quality but i don't think its the only answer for better detail as its made out to be.

That dragon statue if the perfect example. as if dx9 couldn't render spikes on the things tail or chest without tesselation.
 
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Actually the purpose of tesselation was to add polygon detail much more efficiently than it could have been before by cloning poly triangles, not to increase performance. So it's meant to be a way of adding lots of detail with less performance hit than alternative methods would have resulted in.
 

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Tessellation is still a bleeding edge thing. As more developers transition to 8th generation consoles (which all support tessellation), we'll see more and more use of tessellation in games.
 
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Hi

i swear the difference between non tesselated and tesselated is over done in that benchmark

Yes it is; it is a benchmark

played dx9 games where steps are more distinguished than in those pictures
Note: tesselated surfaces were not implemented for DirectX 9 engines so there is no comparison to be made.

I just gave an example of what tesselation did within a game engine; that implemeted this rendering tech

atb

Law-II
 

newtekie1

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The tessellation in Unigine is really over exaggerated with the purpose of putting a strain on the GPU, because it is a benchmark. Tessellation in most games is much less drastic except for some that really go insane with it.

Tesselation is stupid to begin with because no one freakin uses it properly. The point of tessellation was to INCREASE performance without sacrificing visual quality. Instead, EVERYONE did the exact opposite. Decreased performance without actually visually increasing performance. Making some idiotic side by side comparisons of "smooth" models is pointless if 99% of the game world is still made of squared objects that should be round.

It's the same as it was with LOD, except LOD was actually there with purpose to increase performance without sacrificing much (or any) of quality. I don't get it why everyone has gone in the opposite direction with tessellation which is the same thing as LOD, just evolved to be better.

I'd much rather see tessellation to be used for performance purposes and not quality. And then should artists themselves make round objects where theymatter (like rifle ironsights). Because all the tessellation BS doesn't seem to do much about such important stuff but it does churn out millions o polygons for some stupid NPC models no one gives a damn about.

Where did you get that it was supposed to increase performance? It has always been a way to increase visuals with a performance penalty, but the performance penalty wouldn't be as large as other methods of increasing polygon count. It creates huge polygon counts. So yeah, I guess it could be said that it increases performance over other methods of rendering those polygons, but since without tessellation those polygons wouldn't be rendered at all tessellation was never meant to increase performance, it was always about visuals.
 
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I read a long time ago that tessellation can be used to render many objects faster--like units in an RTS or people in a crowd.

Edit: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476340(v=vs.85).aspx
•Improves performance by performing expensive computations at lower frequency (doing calculations on a lower-detail model). This could include blending calculations using blend shapes or morph targets for realistic animation or physics calculations for collision detection or soft body dynamics.
Mostly about increasing detail, for sure.
 

newtekie1

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Yeah, that is basically what I'm saying. It improves visuals at a lower performance penalty, but there is still a performance penalty.
 
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It'd be nice to see a comparison of a rendered say battle with lots of units done in reg dx11 vs the same test using tesselation techniques of today, just to see what kind of performance tesselation aids with
 
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I read a long time ago that tessellation can be used to render many objects faster--like units in an RTS or people in a crowd.

Yes, because of the aforementioned cloning aspect. Where it has the biggest hit is not in multiple duplicates, but in large objects that have unique and intricate detail.
 
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