GProgrammer said: With my Graphics Programmer cap on Tessellation is way down the list of useful GFX tech |
I disagree.
Geometry is going to play a massive role this coming generation.
nVidia stated that the jump from the NV30 (GeForce FX 5800... Aka, Geforce 5.) to the GT200 (GeForce GTX 280... Aka Geforce 10.), the geometry performance of NVIDIA’s hardware only increases roughly by 3x in performance, that is in stark contrast to the shader performance of their cards increasing by over 150x.
To put that into perspective, that's just slightly more than the generational jump between the origional Xbox and Xbox 360.
However, nVidia also states that comparing the GT200 (Geforce 10), GF100 (Geforce 11) geometry performance has increased by a relatively wopping 8x.
And those are "old" architectures compared to Graphics Core Next, which should have an edge over the Geforce 400 series in Geometry.
Tessellators can provde several advantages:
1) Simpler models, then use Tessellation to give them detail, potentially increasing performance.
2) Massively more detailed models.
However, by generations end, I fully expect horrible "flat" surfaces will be a thing of the past.
The PC can take advantage of that fact as you can "adjust" the Tessellation factors to provide increases in image quality, whilst consoles will be stuck with whatever developers hand to them.
Tessellation itself as a technique has been used fairly sparingly over almost a decade and a half, so it's not a "new" technique, but it is "new" for it to be supported in all hardware and API's and devices (Aka. Consoles).
So I am indeed excited for what it will bring to image quality and it should not be understated.
fatslob-:O said:
Another conclusion that can be made is that even if the X1 only had 1 tessellator compared to the PS4 having possibly 2 tessellators their performance on tessellation factors of 16 and higher would likely be identical for the most part. A better idea of getting more detail rather than using tessellation on AMD GPUs is that passing a higher detailed polygon mesh would have less impact on performance even accounting for the extra calculations of the animations. As for the WII U it's probably using those awful evergreen tessellation engines as you can see from the charts above who's cards are 5770, 5870, and 6850 all of which have MUCH higher clocks than the latte which also diminishes it's already bad tessellation performance.
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AMD's design is easily less elegant than nVidia's, I'm not sure if AMD is still using the GDDR5 memory to store the Tessellation data with Graphics Core Next like they did with VLIW4, but that would bring with it, it's own performance penalty. (Higher latency, lower bandwidth.)
If anything, the Xbox One could have the advantage over the Playstation 4 in that regard thanks to the eSRAM, but, we will only know for sure in time, it certainly won't make up for the shader, render output, texture mapping unit deficiencies though.
Essentially, AMD needs to do allot of work to "Load Balance" the geometry, which comes with it... A bunch of bottlenecks, nVidia's Polymoph is much more scalable.