Does the Wii U support tessellation?

#11337toothbrushPosted 1/20/2013 3:52:03 PM
I want zero suit samus to have the smoothest curves ever.
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#2Baha05Posted 1/20/2013 4:02:47 PM
tessellation?
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#3shaunmePosted 1/20/2013 4:05:07 PM
Baha05 posted...
tessellation?


Is tesselation DX11 exclusive? also lol silly baha xx
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#4Board_hunter567Posted 1/20/2013 4:32:12 PM(edited)
Nobody knows.
There was that one "leaked" spec sheet that was supposedly confirmed by "insiders" which listed a tessellation unit of some kind.

shaunme posted...
Is tesselation DX11 exclusive?

Of course not (unless you're talking in terms of Direct X only, then yes, hardware tessellation is only available on 11).
#5shaunmePosted 1/20/2013 4:25:42 PM
so dx9 and dx10 gpu's support it ?
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#61337toothbrush(Topic Creator)Posted 1/20/2013 4:29:39 PM
Tessellation is not DX11 exclusive. You can access the tessellation units through DirectX, OpenGL, or whatever API Nintendo uses. Tessellation allows you to subdivide polygons into small polygons to create more detailed and/or smooth surfaces. Here are a few examples:

Automatic Level of Detail: http://www.youtube.com/watch?v=2l5dCkWd4Wo
With tessellation, you can have polygons added or removed automatically so that detail is provide up-close and detail is removed if the object is far away so it doesn't take up too much hardware power. This means more allowable detail and smoother transitions between levels of detail. That means minimized or no pop-in.

More automatic level of detail: http://www.youtube.com/watch?v=bkKtY2G3FbU
This shows a nice comparison between the scene with and without tessellation. Also, it shows how the polygons are divided in the scene.

Smooth: http://www.youtube.com/watch?NR=1&v=jQydWGlMVeM

Also, you can make some neat effects through multiple layers of tessellation. This, by far, is the most impressive demo of tessellation for me:
http://www.youtube.com/watch?v=1c_PVtMIz-A

Dynamic mesh deformation and restoration. ****ing badass.
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#71337toothbrush(Topic Creator)Posted 1/20/2013 4:32:35 PM(edited)
shaunme posted...
so dx9 and dx10 gpu's support it ?


Tessellation is not in the DX9 or DX10 spec. AMD had implemented tessellation units in their GPUs before DirectX 11 came out. For example, the Xbox 360 has tessellation units (different from modern ones, though) in its GPU, even though the GPU is pretty much DirectX 9 level.
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#8shaunmePosted 1/20/2013 4:34:03 PM
1337toothbrush posted...
Tessellation is not DX11 exclusive. You can access the tessellation units through DirectX, OpenGL, or whatever API Nintendo uses. Tessellation allows you to subdivide polygons into small polygons to create more detailed and/or smooth surfaces. Here are a few examples:

Automatic Level of Detail: http://www.youtube.com/watch?v=2l5dCkWd4Wo
With tessellation, you can have polygons added or removed automatically so that detail is provide up-close and detail is removed if the object is far away so it doesn't take up too much hardware power. This means more allowable detail and smoother transitions between levels of detail. That means minimized or no pop-in.

More automatic level of detail: http://www.youtube.com/watch?v=bkKtY2G3FbU
This shows a nice comparison between the scene with and without tessellation. Also, it shows how the polygons are divided in the scene.

Smooth: http://www.youtube.com/watch?NR=1&v=jQydWGlMVeM

Also, you can make some neat effects through multiple layers of tessellation. This, by far, is the most impressive demo of tessellation for me:
http://www.youtube.com/watch?v=1c_PVtMIz-A

Dynamic mesh deformation and restoration. ****ing badass.


i know what tesselation is but good read anyway, in my experience on pc the performance can actually be a lot worse with it enabled(arkham city)
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#91337toothbrush(Topic Creator)Posted 1/20/2013 4:42:36 PM
shaunme posted...
1337toothbrush posted...
Tessellation is not DX11 exclusive. You can access the tessellation units through DirectX, OpenGL, or whatever API Nintendo uses. Tessellation allows you to subdivide polygons into small polygons to create more detailed and/or smooth surfaces. Here are a few examples:

Automatic Level of Detail: http://www.youtube.com/watch?v=2l5dCkWd4Wo
With tessellation, you can have polygons added or removed automatically so that detail is provide up-close and detail is removed if the object is far away so it doesn't take up too much hardware power. This means more allowable detail and smoother transitions between levels of detail. That means minimized or no pop-in.

More automatic level of detail: http://www.youtube.com/watch?v=bkKtY2G3FbU
This shows a nice comparison between the scene with and without tessellation. Also, it shows how the polygons are divided in the scene.

Smooth: http://www.youtube.com/watch?NR=1&v=jQydWGlMVeM

Also, you can make some neat effects through multiple layers of tessellation. This, by far, is the most impressive demo of tessellation for me:
http://www.youtube.com/watch?v=1c_PVtMIz-A

Dynamic mesh deformation and restoration. ****ing badass.


i know what tesselation is but good read anyway, in my experience on pc the performance can actually be a lot worse with it enabled(arkham city)


My post was more directed towards Baha, who didn't seem to know what tessellation is. As for performance of tessellation, it depends on how it's used. A game like Arkham City was not designed with tessellation in mind at all. Tessellation is better if it's applied on a lower-detail base model, otherwise you're only adding detail to an already detailed model. A lot of the titles that use tessellation on PC only do it to please the people who overpaid for the latest and greatest GPU. So they spam that tessellation to bring down all but the highest end GPUs to their knees. Newer GPUs are getting better and better at handling tessellation anyway.
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#10Baha05Posted 1/20/2013 4:43:43 PM
Oh ok I guess I get it.
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