(GURU3D RUMOR) AMD Polaris 10 GPU To Offer Near 980 Ti Performance For 299 USD?

Page 23 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.
Status
Not open for further replies.

Game_dev

Member
Mar 2, 2016
133
0
0
HTFS uses HW conservative rasterization, which is unsupported by AMD, not tessellation.

Also there is nothing wrong with using tessellation to reasonable levels. But of course, tessellation is considered a gift from the devil or something on this forum.

If Polaris has fast(er) tessellation and conservative rasterization I imagine it will all be forgotten and/or forgiven

Way back when the 5870 launched AMD and their fans were high on tesselation. Once NVIDIA clearly showed much better tesselation support they reversed their views. Similar to how they like to talk about async compute, but refuse to even mention conservative raster.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
Way back when the 5870 launched AMD and their fans were high on tesselation. Once NVIDIA clearly showed much better tesselation support they reversed their views. Similar to how they like to talk about async compute, but refuse to even mention conservative raster.

Tessellation is a good thing, no one is arguing that the tech itself is bad.

Over tessellation is a bad thing, and hurts everyone including Nvidia.

http://www.guru3d.com/news-story/the-witcher-3-hairworks-on-amd-gpus-with-normal-performance.html

http://www.techspot.com/review/1006-the-witcher-3-benchmarks/page6.html

Nothing like a 980 going from 63 min, 76 avg to 28 min, 56 avg. Which again, is over 60 fps minimum to under 60 fps avg. 36% performance hit!


Funny enough, after a few patches they even added official tessellation slider so people could pick their own performance level, as well as lowering it to 32x default instead of 64x.

http://forums.anandtech.com/showthread.php?t=2439792


This shows off just how crazy tessellation breaks things when over used - that road would be completely impossible to travel on, making it worthless.





You don't even know what async compute and conservative "raster" are or why you would use them, you just like throwing around feature names.

FYI even the 980 TI takes a massive hit from VXAO which uses conservative rasterization.

http://www.computerbase.de/2016-03/rise-of-the-tomb-raider-directx-12-benchmark/3/

Though I guess you like Nvidia gameworks features which provide little IQ difference and cost 25%+ performance.
 

Game_dev

Member
Mar 2, 2016
133
0
0
"Over tesselation" that's hilarious. I guess NVIDIA has too much image quality. Too much performance.





This sort of posting is not acceptable to discussion in VC&G.


esquared
Anandtech Forum Director
 
Last edited by a moderator:

RussianSensation

Elite Member
Sep 5, 2003
19,458
765
126
"Over tesselation" that's hilarious. I guess NVIDIA has too much image quality. Too much performance.

No, it's not hilarious, it's a stupid waste of GPU horsepower. I had GTX470 Tri-SLI back then instead of 5850 Tri-Fire and even then I thought over-tessellation is wasteful.

Jersey barrier in DirectX 9


Enhanced, bionic Jersey barrier in DirectX 11













http://techreport.com/review/21404/crysis-2-tessellation-too-much-of-a-good-thing/3





http://www.extremetech.com/extreme/...rps-power-from-developers-end-users-and-amd/2

Tessellation has failed to live up to the hype since the entire premise behind it was to have Adaptive tessellation that would make objects far more detailed up-close without unnecessarily wasting GPU resources. The way tessellation is used in GameWorks titles it the opposite of that.

What was promised in 2010 regarding tessellation when Fermi dominated HD5800 series never came to fruition in modern games.

Seamless Level of Detail

"In games with large, open environments you have probably noticed distant objects often pop in and out of existence. This is due to the game engine switching between different levels of detail, or LOD, to keep the geometric workload in check. Up until this point, there has been no easy way to vary the level of detail continuously since it would require keeping many versions of the same model or environment. Dynamic tessellation solves this problem by varying the level of detail on the fly. For example, when a distant building first comes into view, it may be rendered with only ten triangles. As you move closer, its prominent features emerge and extra triangles are used to outline details such as its window and roof. When you finally reach the door, a thousand triangles are devoted to rendering the antique brass handle alone, where each groove is carved out meticulously with displacement mapping. With dynamic tessellation, object popping is eliminated, and game environments can scale to near limitless geometric detail."
http://www.nvidia.ca/object/tessellation.html

Also, unlike tessellation, Async Compute is built from the ground-up to be a performance enhancing feature on Async Capable GPU architectures. In other words, DX12+Async Compute is a win-win. GPU architectures that have poor Async Compute architecture suffer minimal to no loss in performance vs. DX11 while more advanced architectures gain performance. Tessellation is always a performance degrading feature. Not only that, but under DX12, CPU bottlenecks are lifted, allowing lower and mid-range CPUs to perform even better with DX12 GPUs. The easiest way to think of tessellation is increasing geometric complexity vs. Async Compute which is running more tasks in parallel -- aka multi-threading.

The fact that you compare them as like-for-like either shows you have no clue how Async Compute works or you are just trolling and defending your brand as usual.
 
Last edited:
Reactions: Grazick
Feb 19, 2009
10,457
10
76
Sub-pixel triangles does nothing for PC games. You cannot convey that information to your monitor, your eyes see zero difference. Your graphics card tanks in performance for NOTHING.

@RS
If people believe think that is a good thing, they don't deserve a rebuttal but they ought to go on the ignore list because they clearly show zero logic.
 

renderstate

Senior member
Apr 23, 2016
237
0
0
Tessellation is a good thing, no one is arguing





This shows off just how crazy tessellation breaks things when over used - that road would be completely impossible to travel on, making it worthless.

That's an art problem/choice, tessellation has nothing to do with it.





Though I guess you like Nvidia gameworks features which provide little IQ difference and cost 25%+ performance.


Voxel based ambient occlusion is absolutely the way to go. It's way more spatially and temporally stable than screen space effects (it has to be seen in motion and with the right content), which simply don't have 3D information to work with. It's a big step closer to full blown ray traced AO used in offline rendering and yes, it requires way more computational power than screen space AO. In a few years no one will be using SSAO anymore, it's something called progress
 
Last edited:

Game_dev

Member
Mar 2, 2016
133
0
0
That's not "over tesselation". That's just increased image qulaity in newer games. I'm sure you guys know better than game developers on how to do their job. Nope


Of course NVIDIA's newer cards perform better than their older cards. That's how it's supposed to work. If AMD would release something new and not a rebadge, maybe it will have proper support for tesselation and conservative rasterization





This sort of posting is not acceptable to discussion in VC&G.


esquared
Anandtech Forum Director
 
Last edited by a moderator:

Makaveli

Diamond Member
Feb 8, 2002
4,760
1,158
136
That's not "over tesselation". That's just increased image qulaity in newer games. I'm sure you guys know better than game developers on how to do their job. Nope


Of course NVIDIA's newer cards perform better than their older cards. That's how it's supposed to work. If AMD would release something new and not a rebadge, maybe it will have proper support for tesselation and conservative rasterization

lol why don't you tell us how you really feel and give us your non bias opinion.
 

renderstate

Senior member
Apr 23, 2016
237
0
0
I have little doubt Polaris will support key DX12 features GCN is currently lacking (conservative raster and raster order views) and also better tessellation performance.


Sent from my iPhone using Tapatalk
 

raghu78

Diamond Member
Aug 23, 2012
4,093
1,475
136
That's not "over tesselation". That's just increased image qulaity in newer games. I'm sure you guys know better than game developers on how to do their job. Nope


Of course NVIDIA's newer cards perform better than their older cards. That's how it's supposed to work. If AMD would release something new and not a rebadge, maybe it will have proper support for tesselation and conservative rasterization

http://techreport.com/review/21404/crysis-2-tessellation-too-much-of-a-good-thing

crysis 2 tesselation was ripped apart by tech sites. trying to defend that is laughable.
 

Game_dev

Member
Mar 2, 2016
133
0
0
I have little doubt Polaris will support key DX12 features GCN is currently lacking (conservative raster and raster order views) and also better tessellation performance.


Sent from my iPhone using Tapatalk

I hope so. I want to see game development moving forward.
 

Rvenger

Elite Member <br> Super Moderator <br> Video Cards
Apr 6, 2004
6,283
5
81
OK, looks like we are done here. NO I am not reopening this thread. Go find a discussion on it somewhere else.

Infractions pending for the trolling above.

-Rvenger
 
Status
Not open for further replies.
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |