http://techreport.com/r.x/crysis2/barrier-dx9-full.jpg
http://techreport.com/r.x/crysis2/barrier-dx11-full.jpg
This is what people are using as an example of what isn't needed? Seriously?
Where to start- Look at the top of the barrier where the hooks are to move it. On the shader setup the near hook is washed out and flat looking, the second hook almost vanishes completely due to gamma impacting the shader routine too much. The geometry example is nice and clear on both. The plate on the side that has marking on it on the shader example blurs to be one blob with the concrete within a short distance off from camera, the geometry example offers a crisp differentation from near field all the way through. These aren't something you need to do a pixel compare on, these aren't even remotely close. If you want to get into finer levels of detail you can still see the farthest hook on the second barrier in the geometry example.
A lot of people on these forums gripe about the differences betwee then uber high AA settings and the AF optimizations used by either company. If you can not instantly see a very clear difference in the barriers in these shots then you seriously need to shut your mouths on fine IQ differences. You can do a per pixel breakdown if you'd like, but these tesselation shots show
significantly greater differences then moving from 4x to a hybrid 8x AA mode or using a better optimized AF routine- it isn't even remotely close.
Anyone who thinks that this level of detail improvement isn't worth the performance impact needs to leave the video forum if they care about anything other then cheerleading their team of choice. We are deep into diminishing returns, IQ improvements are going to keep getting smaller and are going to continue to get even more demanding on hardware. Wait until you see the kind of performance hit radiosity has versus shader based lighting compared to the IQ difference. Seriously people, if you can't clearly see the by comparison huge differences between the barriers, it's time for you to get a new hobby.
Come on BFG, the kids may not know but I know you know that it is inate on the render sort order of the engine if they are capable of doing that or not. If the render sort isn't set for front to back on a given item then they can't cull it. That is outside of the codepath of a render routine, that is a core element of the engine.