Hardware tessellation record in action. Captured from “Heaven” DirectX eleven benchmark, that is formed upon Unigine 3D engine: unigine.com
HARDWARE TESSELLATION WITH DIRECTX 11 (UNIGINE “HEAVEN” BENCHMARK)
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Hardware tessellation record in action. Captured from “Heaven” DirectX eleven benchmark, that is formed upon Unigine 3D engine: unigine.com
February 16th, 2009 at 2:50 pm
OMG This is just AWESOME!!!
February 18th, 2009 at 7:39 pm
@snake172 babbo
February 20th, 2009 at 10:54 pm
bei mir ruckelt das vid
February 24th, 2009 at 2:21 am
Yeah, next thing they need to work on is shadows.
February 24th, 2009 at 12:06 pm
ati has already pwned them, they have a functional direct x 11 card out on the market already and nvidia wont get one out until april of next year….
big ass pwnage
February 25th, 2009 at 9:13 pm
I think the next thing we need to develope is shadow realism. They seem to be clippy now a days and im pretty sure nVidia or AMD could figure out something.
February 26th, 2009 at 4:56 pm
wow, just wow.
March 1st, 2009 at 6:28 am
Say goodbyeto manual LOD
March 2nd, 2009 at 1:19 pm
wtf? it doesn’t look that bad with tessesllation off.
March 4th, 2009 at 7:57 am
this technology is just f+ckin awesome…
displacement mappin is history now, and bump maps… well
i think there will be a time, when the models are only boxes and the rest is done by a technology of this…
good work guys and keep goin for that!
March 5th, 2009 at 3:59 am
Well, If you didn’t know, that isn’t a new thing. It’s ben around for years now
March 8th, 2009 at 12:06 am
It’s the same now with CUDA from nvidia. nvidia brought CUDA with the 9-series, now DX11 supports a similiar thing for every graphics card with DX11 support.
Well nvidia has to get it’s shit together, or else ATI will probably pwn them
March 10th, 2009 at 9:22 pm
o i get it…the closer you get the more polygons will be rendered….than the father you get…they get less…makes sense!!
March 13th, 2009 at 5:37 am
Absolutely don’t understand how gf cards can draw this in real time. Amazing!!
March 18th, 2009 at 6:45 am
mit nem ulow pc jo
March 20th, 2009 at 12:59 am
The Matrox Parhelia was first to support harware tessellation, actually. And multi-monitor gaming.
March 20th, 2009 at 9:07 pm
ATI 5970 = NVIDIA TEARS
:D:D
March 21st, 2009 at 8:52 pm
Physics != PhysX
And Physics is possible on ATI Cards too! What you mean is the propritary PhysX technic wich wasnt developet by NVidia, it was just bought.
In Future there will be Physic Engines wich uses Standard Interfaces so that all cards can support it and then PhysX will die…
March 22nd, 2009 at 10:26 am
Yes, we will. At the moment we are waiting for release of updated ATI video driver with a major bug fixed.
March 25th, 2009 at 3:00 pm
I’m guessing that you work on the engine since these videos are posted on the dev blog.
March 28th, 2009 at 8:07 am
Will you be releasing the Linux version of this benchmark?
March 31st, 2009 at 9:45 am
ruckelt wie sau
April 1st, 2009 at 6:47 pm
I can’t believe there are uninformed people out there downplaying tessellation. Granted, I believe the Uniqine developers could have made it more realistic, but it does give a good idea of just how powerful it is.
April 4th, 2009 at 11:56 pm
What you saw was normal or parallax mapping. Both are techniques applied to textures to give them a sense of depth.
Tessellation is simply a method of subdividing polygons, but it allows for displacement mapping. Displacement Mapping deforms a surface based on a height map. The result is the effect you see in the video.
Will this make things easier for devs? Yes and no. DX11 will yield greater performance benefits and look better, but devs still need to create assets for older tech.