Crysis 2 Tessellation Article

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dguy6789

Diamond Member
Dec 9, 2002
8,558
3
76
Not in DX-11 Tessellation.

Can you link the article(s) you've read that measure tessellation performance per watt and performance per mm2? I've seen articles that measure tessellation performance but none that measure it compared to wattage and die size.
 

Insomniator

Diamond Member
Oct 23, 2002
6,294
171
106
I think the tessellated shot does look better... maybe not TONS better but its there. When applied to an overall impression of the look of the game it would make a big difference. Since the shot does look better, its one's own opinion to decide whether or not its worth it. If it ran the same on cards for both camps but wasn't implemented people would be complaining that it doesn't look as good as it should and where the f is the tessellation.

Still... can someone explain to me why Crysis 1 still looks better than this game? Yay we have tessellation and DX11 to argue over now but why does a 4 year old game still look better? Warhead maxed out vs the crysis 2 demo... it wasn't even close imo. Does the single player Crysis 2 look better than the demo?
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
106
You shouldn't compare Crysis 1/Warhead to just the demo of Crysis 2. You should compare it to Crysis 2 with both the hi-res texture pack and the DirectX 11 patch (which does more than tessellation).
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
Not in DX-11 Tessellation.


LOL I know you are smarter than that response. I've seen you post before. Or is there more than one person who uses the account.

I actually do 3D modeling and wouldn't base a cards performance solely on the ability to render wireframe meshes.
 

WMD

Senior member
Apr 13, 2011
476
0
0
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.

So you are saying we should render all those flat surfaces with extreme levels of tessellation because there are 2 small hooks on top of the structure that would benefit from it?
Also blurred textures has nothing to do with tessellation. Patch 1.9 broke AF in Dx9 mode.
 

Lonbjerg

Diamond Member
Dec 6, 2009
4,419
0
0
AMD didn't write the articles. It was independent review sites. They are the ones pointing out too much tessellation.

As far as AMD switching architectures goes, it's a new process. Because they've changed for the upcoming process doesn't mean that the VLIW5/4 were wrong for the older processes. It was far more efficient both perf/watt and perf/mm^2 than nVidia's. On 28nm they can have far more GCN type "cores" than they could have on previous processes. That's why it makes sense to change now, where it didn't before. Consider they went from VLIW5 to VLIW4 @ 40nm because it was getting too difficult to feed all those shader units. Now imagine 28nm and trying to feed +3000 SPU. Now is the correct time to make the change.

Really no reason to get personal and call people names just because you disagree with them.


Oh really?
Show me were I said AMD wrote that garbage?
If not, your fallacy can go over in the corner and down and die.

But since you brought up what AMD didn't write, let me show you what they did write.

AMD before Fermi: http://blogs.amd.com/play/2009/06/02/why-we-should-get-excited-about-directx-11/

AMD after Fermi: http://hardocp.com/news/2010/10/20/benchmark_wars
http://www.kitguru.net/components/g...e-constant-smell-of-burning-bridges-says-amd/

They went from thinking the had the sizzle(due to their experince with "TruForm") and promoting DX11 (Mainly due to a "beast called tesselation") to whining about too much teselation because NVIDIA made their tesselation implementation look dated.

It the same boring *beep* as with GPU physics...AMD will badmouth it (just like tesselation) as long as the competition has them beat.

So in my eyes the underdog is stalling progress...and no amount of PR will change that stance.
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
106
Shader architecture and tessellator architecture are not the same thing, they're separate components of the GPU.

And btw no, AMD is not universally worse at tessellation than Nvidia. Dragon Age II and Deus Ex: Human Revolution have tessellation and they perform better on AMD hardware.
 

SlowSpyder

Lifer
Jan 12, 2005
17,305
1,001
126
Oh really?
Show me were I said AMD wrote that garbage?
If not, your fallacy can go over in the corner and down and die.

But since you brought up what AMD didn't write, let me show you what they did write.

AMD before Fermi: http://blogs.amd.com/play/2009/06/02/why-we-should-get-excited-about-directx-11/

AMD after Fermi: http://hardocp.com/news/2010/10/20/benchmark_wars
http://www.kitguru.net/components/g...e-constant-smell-of-burning-bridges-says-amd/

They went from thinking the had the sizzle(due to their experince with "TruForm") and promoting DX11 (Mainly due to a "beast called tesselation") to whining about too much teselation because NVIDIA made their tesselation implementation look dated.

It the same boring *beep* as with GPU physics...AMD will badmouth it (just like tesselation) as long as the competition has them beat.

So in my eyes the underdog is stalling progress...and no amount of PR will change that stance.


Do you really think those links you provided as evidence support what you are saying? I don't see any place in those 'after Fermi' links where AMD is saying tessellation is a bad thing. I see them saying wasteful use of tessellation is a bad thing... like a tessellated underground ocean that isn't actually displayed on screen.
 

Outrage

Senior member
Oct 9, 1999
217
1
0
So in my eyes the underdog is stalling progress...and no amount of PR will change that stance.

look at tessellation in deus ex (gaming evolved) and compare it to the tessellation done in crysis 2 (twimtbp), which game have the best implementation?

tl;dr: characters vs flat concrete blocks?
 
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SirPauly

Diamond Member
Apr 28, 2009
5,187
1
0
As long as a title has tessellation, pretty satisfied. Need both IHV's to push their strengths and try to differentiate from consoles.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
Thanks to some of the work that nVidia did.

No, thanks to 28nm.

Oh really?
Show me were I said AMD wrote that garbage?

Before "fermi" AMD hyped tessellation as the sizzle...now they really to to down play it and even talks about to much tesselation.

The thread is about TechReport's article. You are the one who is bringing up stuff that AMD has said and spinning it to say AMD is downplaying tessellation.


If not, your fallacy can go over in the corner and down and die.

Can't you be civil?

But since you brought up what AMD didn't write, let me show you what they did write.

AMD before Fermi: http://blogs.amd.com/play/2009/06/02/why-we-should-get-excited-about-directx-11/

AMD after Fermi: http://hardocp.com/news/2010/10/20/benchmark_wars
http://www.kitguru.net/components/g...e-constant-smell-of-burning-bridges-says-amd/

They went from thinking the had the sizzle(due to their experince with "TruForm") and promoting DX11 (Mainly due to a "beast called tesselation") to whining about too much teselation because NVIDIA made their tesselation implementation look dated.

I could understand your stance if AMD sponsored games didn't have tessellation too. They do though. Just not massive amounts of tesselation on flat surfaces and tessellated invisible meshes.

It the same boring *beep* as with GPU physics...AMD will badmouth it (just like tesselation) as long as the competition has them beat.

I think you mean PhysX, which is proprietary to nVidia. You don't really expect AMD to talk it up?

So in my eyes the underdog is stalling progress...and no amount of PR will change that stance.

Again, if they didn't put it into the games they were involved in you might have a point. They do though.
 

cusideabelincoln

Diamond Member
Aug 3, 2008
3,274
41
91
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.

The DX9 picture is actually blurrier and a slightly lower angle. I'm sure you noticed it. Just look at the street texture and and the leaves. This could account for the appearance of gamma washing out the handles on the far concrete block.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,995
126
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.
So we tessellate a flat surface into polygons less than a pixel in size when all that benefits are two hooks at the top? At least other games like AvP and Stalker tessellate curved surfaces where it’s actually useful, even if you can’t really notice it outside screenshots.

Also I don’t think the difference in sharpness is caused by tessellation.

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.
My team of choice is nVidia; that doesn’t mean that Crysis isn’t blatantly wasting tessellation resources.

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.
Quake back in 1996 knew how to cull things not visible. You had turn off visibility checking and patch the maps see things under water. If their engine needs to tessellate an entire ocean mesh that isn’t even visible in the scene then it’s broken.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
So we tessellate a flat surface into polygons less than a pixel in size when all that benefits are two hooks at the top?

What is the singular flat surface you are talking about? The front face of the left side of the steel plate, the back side of the left steel plate, the front side of the concrete, the back side of the concrete, the back side of the right steel plate, or the front side of the right steel plate? Also, do you have anything that shows what the singular flat surface you are talking about has for polygon density? I see some wireframes of a bunch of layers of geometry and how that results in sub pixel polys, but that's it. In terms of moving forward, the steel plates having distinct geometry are a bigger deal then the hooks(deformation interaction couldn't behave properly if they were not distinct objects).

Also I don’t think the difference in sharpness is caused by tessellation.

You are correct, the lack of sharpness is caused by two things- shaders and lack of geometry. Tesselation is one way to take care of that. Using shader hacks to simulate geometry is always going to produce an image that is less sharp then an actual geometry solution. Tesselation replaces the hack that causes the blur(an actual proper model wouldn't have it).

My team of choice is nVidia; that doesn’t mean that Crysis isn’t blatantly wasting tessellation resources.

Spending millions of development dollars, that don't exist for PC games, is a better way to go? Tesselation is broadly approved of because it makes development easier. Having an artist carefully tune ever model for optimal utilization is certainly an option, going bankrupt and running out of money before your game ships is also an option- those options are both along the same path. As the world of graphics gets closer to those of CGI people need to stop and realize that those CGI movies frequently exceed $50 million just to cover their artists. No coders, no one to design an actual game, just the artists. We have a few different options, either people start buying ~20 times more PC games then they do currently, or we find alternate routes to get closer to movie style CGI without the stagger costs associated with it. Tesselation, used exactly how it is in Crysis 2, is following the second path.

BTW- The company shouldn't matter. I wouldn't be the least bit surprised if AMD came back and whipped nV's butt next gen on tesselation performance, I'm actually rather hoping for it. On a transistor basis it is fairly cheap and if they get in a war of the specs with that feature then devs will be free to use without reservation and we all would benefit.

Quake back in 1996 knew how to cull things not visible.

How many dynamic geometry models did Quake have? BTW- GLQuake actually failed to use a proper sort order, its' level of culling is actually terrible by today's standards(at the time this wasn't an issue as nothing could do an early z reject anyway).

If their engine needs to tessellate an entire ocean mesh that isn’t even visible in the scene then it’s broken.

I think you need to take that up with MS and actually Carmack. Where does tesselation happen in the pipeline? You need to calculate out where the geometry is going to be before you can cull it. Go ahead and try it even with GLQuake, the wire meshes are still visible. Also, the level of complexity on the water that is being handled is trivial- I've seen demos of the weakest tesselation parts running comparable water- shaded and lit- in the hundreds of fps.

The only way to get it to go away would be to not load it until it became visible, that would be some massive thrashing and some nasy pop in. Given the trivial complexity of the water, I would wager that people would have a much larger issue with it appearing out of no where.

The only way to get around this would be to generate an abstract scene graph of some sort with everything using tesselation/dynamic geometry with bound boxes to determine visibility. I can't fault Crytek for their not being an API that can comfortably handle such a rendering path(none for real time use anyway).
 

Dribble

Platinum Member
Aug 9, 2005
2,076
611
136
look at tessellation in deus ex (gaming evolved) and compare it to the tessellation done in crysis 2 (twimtbp), which game have the best implementation?

tl;dr: characters vs flat concrete blocks?

Your argument is rather blunted by the fact that deus ex has very average graphics. Crysis 2 looks much much better. The deus ex game with the crytek crysis 2 graphics engine would have been amazing.
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
106
And he's not comparing overall graphics, ie texture detail, particle effects, physics, etc., of Deus Ex to Crysis 2. Just the tessellation implementation.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,995
126
What is the singular flat surface you are talking about? The front face of the left side of the steel plate, the back side of the left steel plate, the front side of the concrete, the back side of the concrete, the back side of the right steel plate, or the front side of the right steel plate? Also, do you have anything that shows what the singular flat surface you are talking about has for polygon density? I see some wireframes of a bunch of layers of geometry and how that results in sub pixel polys, but that's it. In terms of moving forward, the steel plates having distinct geometry are a bigger deal then the hooks(deformation interaction couldn't behave properly if they were not distinct objects).



Solid red areas signify polygons that are close to (or smaller than) pixel size. It’s an utter waste for a flat surface.

You are correct, the lack of sharpness is caused by two things- shaders and lack of geometry. Tesselation is one way to take care of that. Using shader hacks to simulate geometry is always going to produce an image that is less sharp then an actual geometry solution. Tesselation replaces the hack that causes the blur(an actual proper model wouldn't have it).
Actually it appears it’s because AF is broken in DX9 mode.

Spending millions of development dollars, that don't exist for PC games, is a better way to go? Tesselation is broadly approved of because it makes development easier. Having an artist carefully tune ever model for optimal utilization is certainly an option, going bankrupt and running out of money before your game ships is also an option- those options are both along the same path. As the world of graphics gets closer to those of CGI people need to stop and realize that those CGI movies frequently exceed $50 million just to cover their artists. No coders, no one to design an actual game, just the artists. We have a few different options, either people start buying ~20 times more PC games then they do currently, or we find alternate routes to get closer to movie style CGI without the stagger costs associated with it. Tesselation, used exactly how it is in Crysis 2, is following the second path.
I’m not against tessellation, I’m just against it being used poorly like in Crysis 2.

The only way to get it to go away would be to not load it until it became visible, that would be some massive thrashing and some nasy pop in. Given the trivial complexity of the water, I would wager that people would have a much larger issue with it appearing out of no where.
It should already be culled at the map level so the renderer never touches it. There should be no ocean data at those points in the map data to begin with. Quake certainly wasn’t rendering water the entire level just because there was a pool somewhere in the corner.
 
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