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Tessellation in games12/19/2023 ![]() ![]() ![]() It's something we'll be keeping an eye on. Now, with Crysis 2, we again see evidence of DX11 mis-usage that happens to favor Team Green. HAWX 2's use of tessellation was more noteworthy, but was just a single title. Unigine's 'Extreme' tessellation settings could be written off as a synthetic benchmark's attempt to push one particular aspect of DX11. There's no reason why Crysis 2 should suffer from some of these issues, particularly since DX11 implementation was delayed to give the team time to get it right. The competing GeForces only suffered slowdowns of 17-21%." The guys at found that enabling tessellation dropped the frame rates on recent Radeons by 31-38%. Scott notes: "Unnecessary geometric detail slows down all GPUs, of course, but it just so happens to have a much larger effect on DX11-capable AMD Radeons than it does on DX11-capable Nvidia GeForces. Both HAWX 2 and Unigine's tessellation benchmark engage in this type of behavior. Not all of the DX11 optimizations in Crysis 2 are wasted, but this isn't the first time we've seen DX11 games or benchmarks create false performance dichotomies by ratcheting up tessellation levels in surfaces where insane polygon counts don't actually create a visible quality increase. Despite this, the game is still rendering (and tessellating) an invisible ocean underneath the player's feet. At present, there are multiple game areas where water is only visible in one small area or isn't visible at all. We recommend reading the entire article, but there's compelling evidence that certain surfaces in Crysis 2-like concrete blocks-are rendered in extremely high detail, even when there's no visual improvement to doing so. Using an AMD tool called GPU PerfStudio, it's possible to see which objects and surfaces have been tessellated and where the GPU is spending the bulk of its rendering time. A periodic tiling has a repeating pattern. ![]() The DX11 version could star in its own title, World of Concrete. A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called tiles, with no overlaps and no gaps.In mathematics, tessellation can be generalized to higher dimensions and a variety of geometries. You will notice that your mouse cursor becomes a cross-hair. Press the following keys at the same time. Normally a simple slab like this would consist of a handful of huge triangles. To use the crop tool: select the part of the image you wish to keep, then select the 'Cut' option from the file menu and open up a new window and select the 'Paste' option. ![]()
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