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Will Crysis 2 have tesselation?

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July 30, 2010 9:28:10 AM

Will Crysis 2 include tesselation? (DX11 feature only)

Just as with the original Crysis, Crysis 2 will be used as a vehicle to sell DX11 graphics cards.

Tesselation also halves your framerate, especially in Metro 2033. I don't understand why it takes so much out of your GPU.

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July 30, 2010 6:20:27 PM

Crysis 2 is a DX11 supported game so it have tessellation. I also observed the same frame drop problem when tessellation applied.

if any one have good knowledge on tessellation , please comment why the frame rates are halved when tessellation is applied.


DX11 supported games can find here:
http://www.digitalbattle.com/2009/10/27/top-10-upcoming...
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July 30, 2010 8:02:53 PM

Tessellation basically adds geometry to the objects being tessellated, which means more triangles for the GPU to process, which slows the framerate down. It doesn't necessarily have to half the framerate, the amount of tessellation that the game uses can affect how much the framerate goes down. Also, GPU architecture can help with that too, since Nvidia's Fermi arch(which splits the tessellation processors up into 15 seperate groups in the GTX 480) is less affected by tessellation compared to ATI's evergreens monolithic design.
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July 31, 2010 5:14:12 AM

What is Fermi architecture and Evergreen monolithic design. how the processing going on in both in tessellation point of view.
how much frame difference we expected between Fermi and Evergreen when tessellation applied
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July 31, 2010 6:46:46 AM

devil hunter said:
What is Fermi architecture and Evergreen monolithic design. how the processing going on in both in tessellation point of view.
how much frame difference we expected between Fermi and Evergreen when tessellation applied


Some of today's GPU's literally fail to run Metro 2033 on all maximum settings, max AA, on 2560x1600 resolution and tesselation enabled. While they run Crysis on + or - 10FPS on similar settings.

Even Two highly clocked HD 5970's in crossfireX choke trying to run Metro 2033 set as high as it can go.
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July 31, 2010 7:10:33 AM

Well, here is what Extreme tessellation could do to the GPUs, but I doubt that any game would use this amount anytime soon.
http://www.tomshardware.com/reviews/geforce-gtx-480,258...

The rasterizers are the setup units that help to paralleize the process, and Nvidia has 4 rasterizers(one for each Graphics processing cluster)which allow the GPCs to rasterize one triangle per cycle at 8 pixels per cycle for a total of 32 pixels.

Now, this is the same number that ATI's single powerful rasterizer can produce, but it isn't as effective to only have the single rasterizer for quick processing of small triangles. Just like CPUs, it's better to have a quad core then a single powerful core when processing small files.
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May 7, 2011 6:21:27 PM

hardware tessellation increases the LOD ie the poly count of any object depending upon it texture map and the UVs of the object.eg normally in games normal maps are used to create illusion of depth on a surface of any object.tessellation modifies these normal maps into displacement maps which result into high poly object depending upon the level of tessellation used in the game and also on the level of tessellation settings in the display driver(ATI or NVIDIA).due to high poly count the scene becomes heavy,due to which it takes more time for the graphics card to render it.if you have a heavy duty graphics card with Dx11 support then it might work smoothly.
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