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BitSquid "Stone Giant" DX11 demo...

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#27
Yep, I do load every new demo from ATI/NVIDIA when I go for new graphics card/make. Installed my card 2 days ago and run the demos yeasterday :p Ladybug was nice, but the other one a bit boring. NVIDIA hair demo seemed more impressive.
 
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#28
Tested all demos from AMD/ATI, really awesome, really heavy, you can test fully your machine with this ones, not only your graphics card, uses a lot of processor and memory, give it a try, you will not be dissapointed ;)
 
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#29
Someone upload it megaupload or some host so I can try it - not a torrent guy...

EDIT: Nevermind - officially released at:
http://www.stonegiant.se/
 
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Apa

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#30
Someone upload it megaupload or some host so I can try it - not a torrent guy...

EDIT: Nevermind - officially released at:
http://www.stonegiant.se/
Meh and here I was uploading it to both rapidshare and megaupload for you. :p

Anyway, here's the links just in case you are getting slow DL speed from their website.

http://rapidshare.com/files/378629351/stone_giant_setup.part1.rar
http://rapidshare.com/files/378632317/stone_giant_setup.part2.rar

http://www.megaupload.com/?d=UMVZV517
 
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#31
Thank you very much Apa for your time and effort.
I'll DL from your rapidshare as a free user to get u points =)
 
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#32
Tnx for megaupload dude ;) cheers
 
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#33
Cool. Gotta try it when i get from work.
 

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#35
This is a nice demo. There's a great amount of tessellation but it runs well at just about any resolution. Probably due to the lack of AA/AF, but still pretty gorgeous.
 
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#36
I'm just wondering one thing around all this "tessellation" mumbo jumbo. Isn't tessellation suppose to work this way:

When something is viewed at close range (from viewport), you get loads of polygons, when object goes away from the viewport, polys decrease. This is suppose to work dynamically just like old model LOD. Just fully dynamic and much more flexible.

But from my observation, they are using tessellation on EVERYTHING regardless of "true" distance, they just increase polygons on EVERYTHING even more when you get closer. That kinda defeats a purpose of even doing tessellation, doesn't it? I mean, with it, you could pump out incredible facial animations and detailed objects in front of you without sacrificing any performance or even gaining some. Who cares about distant polygons that are blured by DOF anyway and you are focused on object in front of you anyway. Stuff far away behind it should have really low poly count and power should be shifted to objects in front where you want and expect detail. But now, framerate just goes doooooown. Like they are all thrilled by the technology but no one is using it properly.
 

W1zzard

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#37
I'm just wondering one thing around all this "tessellation" mumbo jumbo. Isn't tessellation suppose to work this way:

When something is viewed at close range (from viewport), you get loads of polygons, when object goes away from the viewport, polys decrease. This is suppose to work dynamically just like old model LOD. Just fully dynamic and much more flexible.

But from my observation, they are using tessellation on EVERYTHING regardless of "true" distance, they just increase polygons on EVERYTHING even more when you get closer. That kinda defeats a purpose of even doing tessellation, doesn't it? I mean, with it, you could pump out incredible facial animations and detailed objects in front of you without sacrificing any performance or even gaining some. Who cares about distant polygons that are blured by DOF anyway and you are focused on object in front of you anyway. Stuff far away behind it should have really low poly count and power should be shifted to objects in front where you want and expect detail. But now, framerate just goes doooooown. Like they are all thrilled by the technology but no one is using it properly.
thats not how tesselation works.
tesselation uses a few-polygon model, does some tesselation magic (typically through a displacement map) and you get a high-poly model out, and it all happens inside the gpu

the advantage over high poly model all the way from hdd->memory->directx->pcie->gpu is that you move much less bytes = more performance per triangle
 
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#38
Crap I only get 30 FPS @ 1920x1200 stock 5870.
When at 900/1250 I get 32FPS...

Someone run their 5770 and make me feel better...
 
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#39
Crap I only get 30 FPS @ 1920x1200 stock 5870.
When at 900/1250 I get 32FPS...

Someone run their 5770 and make me feel better...
Got 50 frames with 5770 :laugh:



Well that was without tessellation. High tessellation dipped to 19fps, medium a bit better.