Hi there...
First of all my english is far from being the best... but i'll try...
Secondly... read the entire post carefully because if you don't, it will hardly make some sense...
Well, i have a question, though in my head it's not really a question, but i would like to know your opinions about this...
I have been poking around with a few games that use tessellation (and Unigine) trying to get a better idea of what it does, and using Unigine it is clear that what it does is smoothing 3D surfaces by increasing the geometry complexity but there is something that is really confusing me. Why do we need to use tessellation to get better geometry? Do we really need it for that? And why can't we have all the objects already with their full geometry? The quality would be the same as having tessellation enabled on max but we wouldn't have such a great impact on performance as we have using tessellation, because when tessellation improves the geometry, the algorithms and it's complex calculations are also present and that makes it harder on the gpu's to render these objects instead of having the geometry already built and not being built as we pass by them.
The only advantage i can see seems a bit contradictory and that advantage, in my opinion, is not having large scenarios with complex geometries, tessellating only the nearby area where the player is but when we use tessellation it means we have beefy enough hardware (by today's standards i'd say high-end hardware) and those with high-end hardware want the best quality possible and seeing objects literally morphing as we approach them is dispensable to say the least. So this leaves me with a thought that explains why i consider the advantage i mentioned a bit contradictory.
I think tessellation is not meant to increase quality but to decrease it. Let me explain: the geometry of a certain object is not determined by the tessellation algorithm but by the person who created it, tessellation only determines how well that geometry is rendered, if it is fully rendered (like it was originally designed) or if it will it be downgraded to a more simple geometry. So, i believe that tessellation is not meant to be activated or increased but deactivated and decreased instead by users who's hardware can't run certain games with a high geometry complexity, while those who can run these complex geometries won't be using tessellation but the geometry that was originally created to be used.
This thought is mainly based on the fact that no matter how complex the tessellation algorithm is there is no way it can know what type of object geometry it is improving, for example, if i have a pipe with a octagonal shape, tessellation is supposed to make it look better (rounder in this case), but what if that pipe was really meant to be octagonal? That only proves that the geometries are all predefined and can only be made simpler, not more complex.
So that is what i find so contradictory about tessellation, it is the fact that it is a feature available only on DX11 but, at least according to my reasoning, meant for computers not fit for DX11...
I am not almost sure but entirely sure that most of you will disagree with me and that is exactly what i am looking for, because i believe i may be missing something here... but so far, at least to me, this is the only thing that makes sense...
First of all my english is far from being the best... but i'll try...
Secondly... read the entire post carefully because if you don't, it will hardly make some sense...
Well, i have a question, though in my head it's not really a question, but i would like to know your opinions about this...
I have been poking around with a few games that use tessellation (and Unigine) trying to get a better idea of what it does, and using Unigine it is clear that what it does is smoothing 3D surfaces by increasing the geometry complexity but there is something that is really confusing me. Why do we need to use tessellation to get better geometry? Do we really need it for that? And why can't we have all the objects already with their full geometry? The quality would be the same as having tessellation enabled on max but we wouldn't have such a great impact on performance as we have using tessellation, because when tessellation improves the geometry, the algorithms and it's complex calculations are also present and that makes it harder on the gpu's to render these objects instead of having the geometry already built and not being built as we pass by them.
The only advantage i can see seems a bit contradictory and that advantage, in my opinion, is not having large scenarios with complex geometries, tessellating only the nearby area where the player is but when we use tessellation it means we have beefy enough hardware (by today's standards i'd say high-end hardware) and those with high-end hardware want the best quality possible and seeing objects literally morphing as we approach them is dispensable to say the least. So this leaves me with a thought that explains why i consider the advantage i mentioned a bit contradictory.
I think tessellation is not meant to increase quality but to decrease it. Let me explain: the geometry of a certain object is not determined by the tessellation algorithm but by the person who created it, tessellation only determines how well that geometry is rendered, if it is fully rendered (like it was originally designed) or if it will it be downgraded to a more simple geometry. So, i believe that tessellation is not meant to be activated or increased but deactivated and decreased instead by users who's hardware can't run certain games with a high geometry complexity, while those who can run these complex geometries won't be using tessellation but the geometry that was originally created to be used.
This thought is mainly based on the fact that no matter how complex the tessellation algorithm is there is no way it can know what type of object geometry it is improving, for example, if i have a pipe with a octagonal shape, tessellation is supposed to make it look better (rounder in this case), but what if that pipe was really meant to be octagonal? That only proves that the geometries are all predefined and can only be made simpler, not more complex.
So that is what i find so contradictory about tessellation, it is the fact that it is a feature available only on DX11 but, at least according to my reasoning, meant for computers not fit for DX11...
I am not almost sure but entirely sure that most of you will disagree with me and that is exactly what i am looking for, because i believe i may be missing something here... but so far, at least to me, this is the only thing that makes sense...