Unigine Corp is the first to release a synthetic DirectX 11 benchmark. Dubbed "Heaven", the benchmark is based on the company's Unigine game engine with full support for OpenGL, DX9, DX10, and DX11.
The developer says tessellation is used extensively to add detail to the game environment "almost free of charge in terms of performance". You can see side-by-side comparisons in this Youtube video:
To download the heaven benchmark, click here. Keep in mind that you'll need DX11 hardware to see tessellation in action. (Spotted on Bright Side of News)
Tesselation will be great at creating much more detailed geometry in scenes.
With things like real-time photon mapping which gives much more realistic lighting in general, in a few years graphics in games will be close to photorealistic, the state of the art:
1994: DOOM, 1999: Quake III, 2004: Far Cry, 2009: Dirt2, 2014: ?
Godzealot (6) Oct 25, 2009 - 07:21 am | Edited on Oct 25, 2009 - 07:22 am
There is definitely a sizeable performance hit with tesselation on. The fps drop varies from scene to scene, depending on how many tesslated objects there were on the screen, but in general 10-15 fps drop right when you flip tes on, and heavily tes'd scene 20+ fps drop. Avg fps 60ish without, 30-40 with.
My system
Win 7 64bit
i5-750 @ 3.8
Radeon 5850 max overdrive
4GB
Godzealot (6) Oct 25, 2009 - 11:29 pm | Edited on Oct 25, 2009 - 11:29 pm
Well keep in mind this was with AA and AF all turned up and at 1920x1080, but yes the visuals are much much nicer. If they shave the performance hit by just a bit more then tesselation is a godly feature. =)
That makes sense. Also, this is the initial driver release with Tesselation support. I'd imagine that hit will be cut down considerably much like Shadows were after a few driver updates in DX10.
when i think of tesselation, I think smoother curves... kind of like those arches in Quake3 where with 8 segments its all bloky but as you increase segments to 100 it becomes a nice smooth curve.
I think this demo is more about the HUGE load of (exagerated) displacement mapping than anything else. My neighbourhood cobblestones dont stick out like shards of glass.
So, when are they gonna fix the shadow aliasing, lack of penumbra, and all the z-fighting and coarse LOD transitions in the scene...
who knows if the only difference between the two images is tessellation, or if there's little to no performance hit... but if all that's true, it's very impressive.
I'm with ya. I find it hard to believe tesselation is adding that much completely free but if it's true than DX11 will bring seriously upgraded visuals.
Yeah, all I gotta say is wow. If there is little to no performance hit on this... it's like night and day. People are gonna freaking love dx11 cause it gives much for of an immediate and obvious difference, which dx10 didn't offer too much of.
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