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DX11 Tessellation tested

Unigine Heaven with DirectX 11 Tessellation: Graphics card benchmarks [Top article of October 2009]

AMD's Radeon HFD 5870 gets new DX 11 toys: with the Unigine Heaven benchmark a program that benefits from DirectX 11 and its Tessellation features has been released. PC Games Hardware has the first benchmark results and screenshots.
2009 has come to an end and PC Games Hardware takes a look at the past year. What caught the attention of our users and the people on the web? To answer this question we checked our statistics and searched for the most popular articles of the year. Today we want to reveal the top article of October 2009.

Original article
Unigine Heaven DX11 Tessellation 4
 
Unigine Heaven DX11 Tessellation 4 [Source: view picture gallery]
The Unigine engine is comparable to Epic's Unreal and id Software's Doom architectures. On a regular basis the development studio releases tech demos with benchmark options. The new Unigine demo Heaven (Download) delivers for example DirectX 11 and Tessellation, one of the API's most important features. For DirectX 11 Tessellation polygons are dissected. This process is GPU accelerated and allows developers to use more detailed models. In Direct 3D 11 Microsoft utilizes a tessellator that is supported by two new Shader levels. The Hullshader calculates the level of detail of the tessellation per patch. For this it uses the checkpoints calculated by the Vortexshader. From the tessellation results the Domainshader creates Vertics, which are dealt with by the pipeline as usual. Furthermore the Heaven benchmark makes extensive use of Screen Space Ambient Occlusion (SSAO), volumetric clouds (particle effects) and a fluid day-night-cycle.

You don't have a DirectX 11 graphics card? Don't worry, Unigine also supports DX10, DX9 and OpenGL - without Tessellation features of course.

Unigine Heaven: DX 11 Tessellation in action
The first graphics cards with a DX 11 hardware tessellator are Ati's Radeon HD 5000 models. In order to make use of this feature you need Windows 7 or a patched Vista. If this is the case you can switch Tessellation on or off in the Unigine benchmark. If it is active, diverse objects like walls or bricks are modeled with a multiple amount of their original number of polygons. This way furrows and bumps get "noticeable” physically. The result looks excellent and has an andvantage in contrast to Parallax Occlusion Mapping (POM) and similar techniques: It is affected by Anisotropic Filtering and Multisampling Anti Aliasing.

Click to select Tessellation settings

Click to select Tessellation settings

Click to select Tessellation settings


Unigine Heaven: Graphics cards benchmarks
Although the GPU accelerated tessellation is much faster than the CPU version, but it nevertheless costs a lot of performance. On a Radeon HD 5870 in DX 11 mode the frames per second drop by 39 percent as soon as tessellation is activated. Surprisingly a Radeon HD 5770 deals a little better with the additional work and drops only 31 percent. Current Geforce cards do not support Hardware Tessellation.






Picture gallery  (enlarge to view source)

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Author: Raffael Vötter (Jan 01, 2010)


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Comments (8)

Comments 5 to 8  Read all comments here!
Tunchy Re: Unigine Heaven with DirectX 11 Tessellation: Graphics card benchmarks [Top article of October 2009]
Senior Member
02.01.2010 12:59
On Unigine´s web, you can see there is a game called Afterfall which will be developed with this engine.

It is a kind of post apocaliptic FPS set in a big enviroment and deeveloped by a polish studio calle Intoxicated Games.
chizow Re: Unigine Heaven with DirectX 11 Tessellation: Graphics card benchmarks [Top article of October 2009]
Senior Member
26.10.2009 15:55
Quote: (Originally Posted by Yapa)
Great update on this new benchmark PCGH! This is exactly what I was looking for.... seems the hit on performance is still quite big. I dont think games will be able to employ such extreme tesselation.

This can already be seen in Stalker COP as the pictures of its DX11 Tesselation mode sure dont impress as much as the ones here.

Yapa


Agreed, the displacement mapping in this demo is probably the most impressive use of Tesselation shown in any of these demos to-date, but 40% hit to performance is very expensive. Its obvious however that GPU improvements are outpacing traditional GPU expensive features like AA and resolution, so its only natural GPU-makers are coming up with other GPU-intensive techniques to tax the GPU and make upgrades worthwhile.
connos Re: Unigine Heaven with DirectX 11 Tessellation: Graphics card benchmarks [Top article of October 2009]
Senior Member
24.10.2009 21:28
Quote: (Originally Posted by scavv)
connos, stuttering and the subjective feeling of smoothness can both have multiple causes, so it's hard to draw conclusions here.

Tesselation is a pretty exciting thing, but when will it be used as intensively in a game as it is in Unigine ? Is it even possible before a year or two, given the huge impact on performance even in a non-playable, scripted sequence ? Will nvidia's way of handling tesselation work better or worse than Ati's dedicated chip ? And most importantly, will it be possible to design tesselation mods for my favorite DX9/DX10 games and low-polycount titles of years past ?


Ok let me clear that up because maybe stuttering wasn't the right world
In dx10 I had minimum 15fps and a bit jerkiness in this points, and 20 minimum in DX11 without jerkiness.

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