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Unigine DirectX 11 benchmark - Tesselation porn

wolfmat

Confirmed Asshole
Inkwell said:
Very cool technology there. I was amazed when I found out some of the things used tesselation instead of just being geometry. I have one question though. I don't see it in the images or video, but wouldn't this cause some texture stretching? Specifically looking at the comparison shots of the house, look at the stones surrounding the closed window on the left. There's detail on the side of the stones when there is tesselation. I don't see this in the non-tesselated shot. Maybe I just don't fully understand the technology fully, but I'm a little confused at this.

Edit: I just wanted to add how nice the shadows created from the tesselated stuff looks in the screenshots. I did notice some flickering in the shadows of some in one of the videos. I think it was the on/off comparison one.
The modelers usually work with tesselating tools anyway, and also do the texture mapping onto tesselated models. So it's generally a non-issue.
 
Inkwell said:
Very cool technology there. I was amazed when I found out some of the things used tesselation instead of just being geometry. I have one question though. I don't see it in the images or video, but wouldn't this cause some texture stretching? Specifically looking at the comparison shots of the house, look at the stones surrounding the closed window on the left. There's detail on the side of the stones when there is tesselation. I don't see this in the non-tesselated shot. Maybe I just don't fully understand the technology fully, but I'm a little confused at this.

Edit: I just wanted to add how nice the shadows created from the tesselated stuff looks in the screenshots. I did notice some flickering in the shadows of some in one of the videos. I think it was the on/off comparison one.

Tesselation is geometry though. That's why its so much better than normal maps and the like, no trickery just real, proper geometary is generated, so it looks great from every angle, doesn't have unsightly artefacts and interacts properly with lighting and shadowing systems.
 

Durante

Member
M3d10n said:
Wouldn't the fact that there is a performance hit *with* hardware tesselation cause worries about how it would perform without it?
That's a far too simplistic view of rendering. I can't prove it of course, but I'm willing to bet that much (the majority) of this hit is not actually caused by the tesselation operation itself but rather by the amount of very small triangles on screen causing a setup rate limitation and/or massively reducing the efficiency of the actual shading (because the individual tris are much smaller than 4x4 blocks).
 
M3d10n said:
Wouldn't the fact that there is a performance hit *with* hardware tesselation cause worries about how it would perform without it?

Perhaps, it could also indicate that the dedicated hardware is a bottleneck and that the GPU's general purpose hardware could do a better job of it. See: ATI removing their texture interpolaters from RV870 because they were bottlenecking performance.

Edit: And durante explained another possible scenario, fact is, we just won't know until Nvidia release their hardware and there is much more widespread uses of tessellation. Even then we might not know exactly what is going on.
 

M3d10n

Member
Inkwell said:
Very cool technology there. I was amazed when I found out some of the things used tesselation instead of just being geometry. I have one question though. I don't see it in the images or video, but wouldn't this cause some texture stretching? Specifically looking at the comparison shots of the house, look at the stones surrounding the closed window on the left. There's detail on the side of the stones when there is tesselation. I don't see this in the non-tesselated shot. Maybe I just don't fully understand the technology fully, but I'm a little confused at this.
Look closely at the textures in this shot:
http://unigine.com/press-releases/091001-directx11/house_no_tesselation.jpg
Pay attention to the brick texture and you'll notice it does have the details for the sides on it, since it is drawn more or less like this:
Code:
 _____
|\___/|
| |_| |
|/___\|
Displacement can be done using a displacement vector (like a normal map), so the displaced vertices can move in any direction, making the brick square.
 

M3d10n

Member
Durante said:
That's a far too simplistic view of rendering. I can't prove it of course, but I'm willing to bet that much (the majority) of this hit is not actually caused by the tesselation operation itself but rather by the amount of very small triangles on screen causing a setup rate limitation and/or massively reducing the efficiency of the actual shading (because the individual tris are much smaller than 4x4 blocks).
Probably this, but I remember that sampling textures in the vertex-shaders was always an expensive operation. Maybe it is the actual bottleneck in this case.
 

Durante

Member
M3d10n said:
Probably this, but I remember that sampling textures in the vertex-shaders was always an expensive operation. Maybe it is the actual bottleneck in this case.
That's another option. Or any combination of these :D. I really hope someone does an in-depth performance analysis of this once more DX11 GPUs are out.

M3d10n said:
Displacement can be done using a displacement vector (like a normal map), so the displaced vertices can move in any direction, making the brick square.
This is a good point, I shouldn't have called it a height map in my earlier posts, it really has 3 components.
 

Fafalada

Fafracer forever
Danthrax said:
So it makes things bumpy without modelers having to create the bumps on the model?
No - it just changes the storage for model-bumps from vertex to texture(in simplest form). Someone still has to make the bumps.

brain_stew said:
proper geometary is generated, so it looks great from every angle, doesn't have unsightly artefacts and interacts properly with lighting and shadowing systems.
And increases aliasing artifacts about ten-fold. It's good the new GPUs can throw so much resources at AA nowadays...
 

Minsc

Gold Member
Durante said:
Bububut it's a hardware tesselator! There can't be any significant slowdown!

(Sorry, just poking fun a bit at some people in the Fermi thread :p)

Heh, fair enough. I'm shocked to see over a 50% drop in framerate, but naive I suppose, this certainly is not the first feature to share such a fate. Even AvP previews were talking about the tessellation is working without creating any hitch in the playability, which I figured they were speaking from actually running the game. Maybe ATI's tessellation talk is all smoke and mirrors after all... it may very well end up completely impractical in games without Crossfire, but like you said, until we see how it all stacks up, it's hard to judge.

Software could result in a 90% drop in framerate for the same results for all we know. It's disappointing either way to see that this technology takes such a toll on performance, and will probably end up another graveyard feature of gaming.
 
Fafalada said:
And increases aliasing artifacts about ten-fold. It's good the new GPUs can throw so much resources at AA nowadays...

Well I'd rather have aliasing that can be dealt with by standard msaa hardware than the increasing amount of "texture/shader/specular" aliasing present in games with heavy use of normal maps are increasingly showing. At least I can deal with that aliasing without resorting to bruteforce supersampling.

Although ultimately, we're going to have to make that break away from reliance upon standard msaa someday it seems. There's just so many more things in a modern game engine that can cause aliasing artefacts these days that throwing an ever increasing amount of multisamples at the problem really isn't going to help you all that much in the end.

What are your thought's on Epic's touted "analytical AA" is their a future in something like that? I've started to see some pretty decent implementations of shader based "edge AA" recently (even if it isn't a true alternative to standard msaa), and best of all the performance impact never seems to be too great either.
 

Inkwell

Banned
wmat said:
The modelers usually work with tesselating tools anyway, and also do the texture mapping onto tesselated models. So it's generally a non-issue.
Oh, ok. That makes sense.

brain_stew said:
Tesselation is geometry though. That's why its so much better than normal maps and the like, no trickery just real, proper geometary is generated, so it looks great from every angle, doesn't have unsightly artefacts and interacts properly with lighting and shadowing systems.
I was under the impression that the engine generates the geometry. Unless I'm wrong here as well, I was trying to say that I'm surprised how good it looked for being generated by the engine and not hand sculpted. I still may be wrong. Also, I worded that original post horribly. Sorry about that.

M3d10n said:
Look closely at the textures in this shot:
http://unigine.com/press-releases/09...esselation.jpg
Pay attention to the brick texture and you'll notice it does have the details for the sides on it, since it is drawn more or less like this:
Code: (couldn't get this to look right in my post)

Displacement can be done using a displacement vector (like a normal map), so the displaced vertices can move in any direction, making the brick square.
That makes sense, but it still seems like the texture may be stretched a little during tesselation, or compressed when not tesselated. It just seems like with the way the brick is drawn, the "side" of it is much larger when it is tesselated.
 
brain_stew said:
Tesselation is geometry though. That's why its so much better than normal maps and the like, no trickery just real, proper geometary is generated, so it looks great from every angle, doesn't have unsightly artefacts and interacts properly with lighting and shadowing systems.

think i've got a decent understanding of this, i've used displacement mapping in 3dsmax - a height map is applied to a polygonal surface to produce geometry similar to how a normal/bump map simulates geometry.

One thing i don't understand, if this is a simple case of adding additional poly's using maps and tesselation, whats stopping these characters/objects being modelled with similar detail/poly counts in the first place? Are there other benefits i'm not seeing?

Also how does this affect LOD, rather than having 3 or 4 preset models swapped in depending on when the detail is needed i guess tesselation could reduce poly counts on the fly?
 

wolfmat

Confirmed Asshole
brain_stew said:
Well I'd rather have aliasing that can be dealt with by standard msaa hardware than the increasing amount of "texture/shader/specular" aliasing present in games with heavy use of normal maps are increasingly showing. At least I can deal with that aliasing without resorting to bruteforce supersampling.
The really jarring aliasing artifacts stem from texture resolution though instead of screen resolution, so you can't really get around it except if you increase the texture resolution significantly. Which is kind of a bummer.
 

Durante

Member
Minsc said:
Heh, fair enough. I'm shocked to see over a 50% drop in framerate, but naive I suppose, this certainly is not the first feature to share such a fate. Even AvP previews were talking about the tessellation is working without creating any hitch in the playability, which I figured they were speaking from actually running the game. Maybe ATI's tessellation talk is all smoke and mirrors after all... it may very well end up completely impractical in games without Crossfire, but like you said, until we see how it all stacks up, it's hard to judge.
Oh, don't get me wrong: I actually don't expect a hit like that in real games. This is a benchmark designed exclusively to show off tesselation/displacement mapping so it uses it (IMHO) even for stuff that a normal game would likely use real geometry for. I also think the uptake for it will be better than any other recently introduced DX feature -- though that's admittedly not saying much.

brain_stew said:
Well I'd rather have aliasing that can be dealt with by standard msaa hardware than the increasing amount of "texture/shader/specular" aliasing present in games with heavy use of normal maps are increasingly showing. At least I can deal with that aliasing without resorting to bruteforce supersampling.
I agree with this. On the other hand, if you ahve tons of poly edges the advantage of MSAA compared to SSAA will be reduced (to 0 in the degenerate case :p).

MrJollyLivesNextDoor said:
One thing i don't understand, if this is a simple case of adding additional poly's using maps and tesselation, whats stopping these characters/objects being modelled with similar detail/poly counts in the first place? Are there other benefits i'm not seeing?
Well, you already touched on one thing, it's much easier to do dynamic LOD (eg. just fade out the displacement at some distance). But the most important thing is that you can do the displacement on the GPU, so you only need to send the low(er) detail models to it (and also only animate those). The vertex data for raw models at this detail level can get huge.
 

wolfmat

Confirmed Asshole
The new aliasing artifacts you will get to know in the next few years look like this, by the way:
2z9ei6b.png


Edit: It's not really a big deal to me though :lol Just so we're clear on this. I find this tech very awesome indeed, actually.
 

Dennis

Banned
This Unigine engine actually look pretty sweet. Somebody license it and make an open-world exploration RPG (think Oblivion and Risen) please.

I have taken these screenshots, but I don't have an DX11-capable GPU so no tesselation I am afraid.





 

Durante

Member
Can someone with a 58xx take a screenshot with the dragon statue in a similar position to the first one by DennisK4? I thought the tesselation for the flagstones around that was particularly well done -- not over the top like other parts of the video but still greatly improving the overall impression.
 
MrJollyLivesNextDoor said:
Also how does this affect LOD, rather than having 3 or 4 preset models swapped in depending on when the detail is needed i guess tesselation could reduce poly counts on the fly?

Yes, this is actually one of the major benefits of dynamic tesselation, no more jarring LOD pops (in theory anyway, and dependant upon implementation), an ever increasing amount of geometry is added to models as the camera gets closer in an analog fashion.

The basic advantage of tessellation? Performance, basically. Sure the benchmark seemingly has as much as a 50% reduction in framerate with tessellation enabled but it also shows several orders of magnitude increase in geometric detail as well. Try creating a scene on modern hardware with traditional forward rendered rasterisation with no tessellation routine and that many triangles and performance won't drop by 50%, it'll probably struggle to manage a single frame a second! When the camera is zoomed in, in that demo, you're seeing models with triangles that are sub pixel in size, even at high resolutions common on PCs these days. That's just a huge quantum leap over the poly count of today's games.
 
I like how the tessalation stuff, cast shadows too... anyone who has tested it with a dx11 card... how is the performance hit?
 
brain_stew said:
Yes, this is actually one of the major benefits of dynamic tesselation, no more jarring LOD pops (in theory anyway, and dependant upon implementation), an ever increasing amount of geometry is added to models as the camera gets closer in an analog fashion.

The basic advantage of tessellation? Performance, basically. Sure the benchmark seemingly has as much as a 50% reduction in framerate with tessellation enabled but it also shows several orders of magnitude increase in geometric detail as well. Try creating a scene on modern hardware with traditional forward rendered rasterisation with no tessellation routine and that many triangles and performance won't drop by 50%, it'll probably struggle to manage a single frame a second! When the camera is zoomed in, in that demo, you're seeing models with triangles that are sub pixel in size, even at high resolutions common on PCs these days. That's just a huge quantum leap over the poly count of today's games.

thanks, explains a lot.

I was a little confused with the reasoning behind this being to simplify thing for performance yet performance loss was the result - seems it's not an apples to apples comparison.

I've thought polygon detail is one of the few things that have been ignored in recent years in relation to shader complexity and texturing, plenty of real geometry keeps the whole scene looking much more detailed when used right imo.
 

wolfmat

Confirmed Asshole
MrJollyLivesNextDoor said:
I've thought polygon detail is one of the few things that have been ignored in recent years in relation to shader complexity and texturing
Completely agree, there were good reasons for that though. And there still are. The good news is that generating detail through generic HW tesselation is a nice workaround for the time being. It won't hold up indefinitely though.
 
Milk Lizard said:
Looks pretty good but nothing that amazes me really. Hate all the fucking blur/DOF in video.

Agreed. I was expecting my mind to be blown just a tad, guess not. Specially with that house. It's almost laughable. :lol
 

Minsc

Gold Member
Durante said:
Can someone with a 58xx take a screenshot with the dragon statue in a similar position to the first one by DennisK4? I thought the tesselation for the flagstones around that was particularly well done -- not over the top like other parts of the video but still greatly improving the overall impression.

I'd love some high res screens from a 58xx card as well, youtube videos don't do the engine justice, looks great.
 

Fafalada

Fafracer forever
brain_stew said:
Well I'd rather have aliasing that can be dealt with by standard msaa hardware
Assuming the typical use will be adaptive tesselation, I agree. If not - it won't be easily solvable by MSAA either.

What are your thought's on Epic's touted "analytical AA" is their a future in something like that? I've started to see some pretty decent implementations of shader based "edge AA" recently (even if it isn't a true alternative to standard msaa), and best of all the performance impact never seems to be too great either.
Like Durante mentions, high polygon density makes these methods along with MSAA basically obsolete (well, MSAA just becomes SSAA). But until we get to the point where all polygons are pixel sized, they definately have their use.
 

theluma

Member
The water in the Dirt video is really impressive.

Has anyone tried out the other benchmarks on the site?

I'm presuming they are older and less sophisticated but I'm curious to see the water effects in that Tropico demo...
 

[Nintex]

Member
I'll give it try and report back, such a shame that the free voucher of DiRT 2 that I got with my HD5850 can't be activated till december.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
Yoboman said:
What's tessellation exactly?
something that will finally put parallax mapping to rest. gawd, i hate that hack.
 

Durante

Member
Sushen said:
So, is it safe to say it's what's coming for XBOX720?
It's probably safe to say that all next-gen consoles will support some form of GPU tesselation, yes. (Well, who knows what Nintendo is planning)


Fafalada said:
Like Durante mentions, high polygon density makes these methods along with MSAA basically obsolete (well, MSAA just becomes SSAA). But until we get to the point where all polygons are pixel sized, they definately have their use.
Yeah, I wonder what will happen in terms of AA in that future (with many polys <= 1 pixel). Of course, that's not the only thing that would have to change drastically. With the way rendering is done currently you'd also basically have most of your shading hardware idling in that case. Of course, both of these can be "solved" by just throwing ridiculous levels of SSAA at them -- which also allows GPU companies to sell their stuff well into the future :lol
 

Gwanatu T

Junior Member
I'm really loving DX11. It's amazing how it's almost always the odd numbered DX releases are always better. 7, 9, 11, etc. Tesselation, Shader Model 5.0, multi-threaded GPU rendering and GPGPU technology really just adds so much to the mix.
 

Dennis

Banned
Tesselation looks great, but I fear developers are going to go a little overboard with this new technique at first...keep it realistic please (see feet-killing stone road).
 

Inkwell

Banned
4036863035_a23cdc69d7_o.jpg


This is basically what I thought was going to happen. There's some distortion in the textures because of the tesselation. It looks stretched and blurry. I would say it's most likely that they just went overboard with it, as some of the other stuff generally looks fine.
 

140.85

Cognitive Dissonance, Distilled
It kinda makes everything look like it's covered in coral sponge. :\

They need to fix it so the texture compensates for the tessellation.
 
I love the tech, but it really fucks up the texture work. I hope it's just because they want to show the "big" difference, and that it doesn't represend what it'll do when used it actual games.
 

Durante

Member
They are obviously overdoing it since it's a "tesselation benchmark". For example I don't think you'd ever see stairs extruded fom a flat plane using tesselation in a real game or other extreme stuff like this.
 

Mudkips

Banned
Ugh.

It looks like everything had a sudden outbreak of blurry warts.

Overdoing it or not, I'm not liking it.

Give me raw model detail please.
 
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