210°

Unigine Heaven Benchmark with DX11 Tessellation

HardOCP: "We don't typically cover 3D benchmark programs, primarily since they generally have nothing to do with real-world gaming experiences. This new application from Unigine is a bit different than others though. Unigine is a 3D framework middleware engine that has been used in published games, and will also be used in some upcoming games currently under NDA. The Heaven Benchmark is the first 3D application that is available to us that utilizes DX11 and Tessellation, which will give us a glimpse of what Tessellation could do for us in games."

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MetalGearRising5294d ago

xbox360 gpu has DX11 Tessellation which Halo Reach will be the first to show case the graphical superiority and leave other consoles in the dust.

Pandamobile5294d ago (Edited 5294d ago )

Lol, you really are an idiot.

The 360 GPU was made before DirectX 10, let alone 11. And every ATI GPU since 2005 has had this feature, but not one game really uses it because it slows the framerate down to a crawl.

Kakkoii5294d ago

The hardware tessellation on ATI GPU series 2000 and up, including the Xbox 360 one, doesn't have as many features as the one implemented by DirectX 11. Not to mention it has to be hard coded into your engine, as it's not part of DirectX 9 or 10.

And it's already been used on Mass Effect on the Xbox 360, MetalGearRising. Most developers haven't used it on the Xbox though because it would take a considerable amount of coding to put in their engine and work on the 360. With DirectX 11 it makes the whole job a lot easier, and more feature rich.

Pandamobile5294d ago

The guy's a complete retard. I dunno why we're bothering trying to explain it to him.

kaveti66165294d ago

Tessellation was used in Mass Effect? No wonder the framerates were so terrible. The 360 GPU is not some god GPU, mmmkay MGSR?

And these screenshots, while demonstrating the improvement that tessellation can make in the geometry, don't do it enough justice. I'm sure better developers can take more advantage of DX11.

vegnadragon5294d ago

1.2. No they haven't used Tessellation in console. If you don't know, Tessellation rises the number of polygons in the screen by a freaking lot and guess what more polygons waste? yes more memory. So now your 512mb of ram from the 360 or 256mb from ps3 are gone to render one object. So no it hasn't been used in consoles. In the computer in the other hand, i say it is possible if you have the right hardware. Now to be technical you can make a low poly model and use Tessellation, like for mountains maps for example.

Kakkoii5294d ago

@vegnadragon:

Tessellation was used in Mass Effect on the 360. Go look it up for yourself and see.

The way tessellation works, it doesn't fill the memory like a normal model of such a high polygon count would. Your memory still loads a basic model, but then applies a tessellation algorithm to the mesh increasing polygon count and uses a displacement map to displace the newly created vertex points.

Xi5294d ago (Edited 5294d ago )

viva pinata is another game.

But they use it in tandem with the memexport function.

For instance, one example of its operation could be to tessellate an object as well as to skin it by applying a shader to a vertex buffer, writing the results to memory as another vertex buffer, then using that buffer run a tessellation render, then run another vertex shader on that for skinning. MEMEXPORT could potentially be used to provide input to the tessellation unit itself by running a shader that calculates the tessellation factor by transforming the edges to screen space and then calculates the tessellation factor on each of the edges dependent on its screen space and feeds those results into the tessellation unit, resulting in a dynamic, screen space based tessellation routine.

however tessellation of actual surfaces haven't really happened yet.

Expect a lot of changes in part to the 'exengine' and the release of DX11, more developers will start to take advantage of the memexport and hardware tessellation, at least to the degree it's capable of.

evrfighter5293d ago

The discussion going on in the open zone is more in depth and civil than about 95% of the articles submitted here.

I wanted to add some input but then realized there's no longer anything that needs to be said.

OH WAIT

OP is an idiot.

FailureRate545293d ago (Edited 5293d ago )

The only one with tesselletion is our Mum.

Stop write bullshit, tesselletion is built in ATI chip from 2000Series stupid idiot, your XFlop GPU can't even render a DX 7 application...ù

edit:

Yeah Yeah, only ignorant can disagree.

But here... THE FACT

We are really looking forward to real time hardware Tessellation and what it will bring. In fact many of us have been looking forward to it actually working since 2002. Tessellation is nothing new, the idea is quite old in the computer world, but the ability to run it in real-time on consumer hardware is what is new, and right now AMD has the only hardware capable of doing it.

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OpenGL5293d ago

I've run this tech demo with my 5870 and enabling tessellation in DirectX 11 literally cuts your frame rate in half. Sure it looks pretty good, but there are scenes where my frame rate drops as low as 15fps, which is pretty bad on considering this is the 5870 we're talking about.

Kakkoii5293d ago

Well they are using a pretty heavy amount of tessellation in this demo. And since they are trying to show off the detail of tessellation, they don't have it setup to dynamically scale back tessellation based on a persons hardware. Game designers will have to take performance into account. That's the difference between a benchmark and a game.

Xi5293d ago (Edited 5293d ago )

You also have to remember that tessellation in the video is to an extreme, and the height maps are also a bit extreme. In most cases it'd be scaled back and the optimization would be better.

For example things like the stairs are flat planes but tessellated to look like steps, in reality it'd be easier just to make them primitives. Same with the flat tile blocks being tessellated, they don't really need to be tessellated to the extreme they are.

Also consider the drivers for the card are relatively new, and there are still a lot of performance to be made from them, and the engine itself isn't completely optimized for dx11, nor is DX11 running perfectly yet.

OpenGL5293d ago (Edited 5293d ago )

I understand this is a benchmark, but their goal was to show off the benefits of tessellation. Yeah, sure the environment geometry was pretty great, but it's not that damn impressive considering the awful performance I get with the Radeon 5870. Maybe when the 6870 comes out this will actually run well with tessellation enabled, but after the years of hype behind hardware tessellation, this demo was a bit disappointing. I'm sure driver updates, engine updates, and DirectX 11 updates will increase performance, but we'll have to see some massive performance gains to make this run smoothly.

Xi5293d ago (Edited 5293d ago )

Smart developers will find ways to use tessellation to create much better looking effects, where as in the demo it effects what, 4-5 things/textures; stone walls/bricks, roofs, the dragon, and ropes? none of which are dynamic.

http://www.youtube.com/watc...

this case is a bit less extreme, but the use of tessellation on the water and flag to create more dynamic cloth and physics simulation is a better example of how developers can take better advantage. Add in tessellation for things such as terrain and building (bent metal) deformation and bullet-holes etc and you begin to see a a lot more visual impact.

Someone like Crytek will do a much better job of implementing tessellation and taking advantage of things like the compute shaders then a less motivated team.

The other nice thing is that you can tessellate objects to keep drastic silhouette, like a mountain landscape, the ridges can remain higher poly counts while the insides can become lower, heavily increasing the visual quality while remaining heavily optimized.

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Vip3r5293d ago

I guess when the 2nd or 3rd generation DX11 cards are out we won't be seeing much tessellation in games which is a mixed blessing because most cards would struggle with a lot of it in game.

Like in this video at 0:54.

http://www.youtube.com/watc...

Kakkoii5293d ago

Why would you think we won't be seeing much of it when the 2nd and 3rd gen DX11 cards come out?

Xi5293d ago

Specially now that DX11 has compute shaders and allows things such as depth of field to occur in realtime to a much higher degree, hence the effect on the heaven benchmark.

Vip3r5292d ago

If DX10 was anything to go by, it'll be a while yet before proper DX11 games are out and by then the 2nd or 3rd gen cards will be out too.

Kakkoii5293d ago

If you took the time to read, this isn't news about the benchmark being released. This is an article comparing performance of different cards running the benchmark.

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130°

No Man's Sky Is Easily One Of Gaming's Greatest Comeback Stories

Despite No Man Sky's rocky launch, Hello Games managed to turn it into one of the best space exploration RPGs out there.

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-Foxtrot4h ago

I hate the whole concept of "comeback story" because at the end of the day it doesn't remove the core issue we had in the first place, that we were lied to, it was disappointing and it launched with bare content to what was promised for years.

Any bad game can have a comeback story if it's supported enough after launch but for me if you launch in a terrible state then you had your chance. I can applaud you for what you've done after but at the end of the day there's not much of a choice since most gamers would blank your next product if you ditched your last game so fast, it's not about repairing the game but spending your time repairing gamers trust before you launch your next product otherwise it would be dead on arrival.

With these stories and the games being updated, the only way is up most of the time so of course it's going to improve the game and feel better over all, getting better and better as time passes. No Mans Sky, Sea of Thieves, Fallout 76 etc but then you have games like Anthem, Suicide Squad, Redfall and The Avengers where the devs just clearly moved on, now if they have another product people won't be as exited for it, I mean hell Guardians of the Galaxy was a great game but because of the Avengers it didn't help its sales since people were obviously still sour at that point.

I still think despite the improvements to games like No Mans Sky and Cyberpunk along with being better now overall the games are still not up there to what was promised and hyped as for years.

If we keep celebrating these “comeback stories” then unfortunately it only strongly supports the concept that these studios / publishers can continue to push half arsed broken products out for the sake of quick sales instead of waiting until they are fully finished. We need to condemn this awful behaviour or sadly we lose all voice and power as consumers.

Sonic18813h ago(Edited 3h ago)

I feel the same way about Cyberpunk 2077. I'm glad you mentioned that. I'm not a fan of comeback stories as well. But No man sky developer was a small indie team compared to CDPR. It's worse when it's coming from a AAA developer

Nacho_Z3h ago

"Any bad game can have a comeback story if it's supported enough after launch"

You make it sound so simple and easy. It's not. After release Hello Games poured countless hours into getting their game closer to what they originally wanted, without charging a penny to anyone. That's not normal.

The reason NMS and HG are held in such high esteem and calling them liars is a weak stance is the amount of work they've put into it, for free. They're not chasing a quick buck, they've dedicated their lives over the last few years to giving their fans the game everyone wanted.

-Foxtrot2h ago(Edited 2h ago)

They are liars though...

We are not revising history here, I'm sorry but we're not

They built this game up for years and they launched it knowing full well it wasn't up to scratch to what they originally showed off or hyped it up to be.

"They're not chasing a quick buck, they've dedicated their lives over the last few years to giving their fans the game everyone wanted"

And like I said above most of that comes from the fact that if they had just moved on straight away nobody would have supported their next game. They've washed most of that sour taste away after supporting No Mans Sky so now they are doing a new game which more people feel like they can support and get excited for.

Anyway how can you say "You make it sound so simple and easy. It's not" and then make the point that "Hello Games poured countless hours into getting their game closer to what they originally wanted, without charging a penny to anyone"

This means that if a small team like this can turn a game around then big AAA games like Suicide Squad, Redfall, Anthem and the like should have been able to do it no problem, oh but that's right they didn't want to put the time or effort into it. They can do it but some people just decide not to.

thorstein4h ago

I really enjoyed it at launch and had every trophy by August 2016.

The experience I had is no longer in the game: It was just me and my ship. It was a survival game and the feeling of loneliness in the universe was pervasive. There was no way to ruin too far from your ship and, in an emergency, you grenaded a hole in the ground to survive.

I miss that aspect, but since then, I love what they've done.

Hugodastrevas2h ago

I'd say it's THE definitive comeback story

TheGamingHounds47m ago

Final Fantasy 14 takes that one imho

jwillj2k42h ago

Oh great another story about the cleanest shirt in a bin of dirty laundry.

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120°

Is Vindictus: Defying Fate the Next Big Thing in Role-Playing Games?

Asura Kagawa from NoobFeed writes - Vindictus: Defying Fate is the upcoming action RPG game by NEXON, and it has the potential to have a significant impact on the action role-playing genre. Expanding upon the immense universe of its 2010 predecessor Vindictus, this installment is being developed using state-of-the-art Unreal Engine 5, ensuring an immersive and graphically stunning experience.

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90°

The Holy Gosh Darn: Ozan Drøsdal Talks Dialogue Skipping Mechanics And Why He Hates The Word Quirky

Ozan Drøsdal tells TheGamer about The Holy Gosh Darn, the final part of the Tuesday Trilogy.

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