Excellent surface subdivision: A / N card switch game performance comparison
December 16, 2010 by wolfxj29
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Microsoft DX11 specification in many new features, hardware surface subdivision (Hardware Tessellation) is undoubtedly the most players concerned, but also the most controversial one. AMD, NVIDIA have released a fully supported although the DX11 standard graphics products, but because the design concept and embarked on two different roads, the implementation effectiveness and efficiency of nature there are no small differences. First, the Ship Even Sank In fact, as early as October 2001, ATI Radeon 8500 when released to join a project called "TruForm" technology, can be seen as the prototype surface subdivision. N Patches-based graphics texture technology created a real use of the existing surface triangle, which will be broken down into the surface of a new, richer detail polygon model. TruForm does have a certain effect, such as the CS in police helmets and goggles: But the technology and game developers have not been generally accepted, because it is not perfect, often resulting in deformation of the rendering target, such as the Quake in weapons: So if the game to support TruForm, to be set separately for different models open and close, but NVIDIA also tested N Patches, RT Patches then decided to give up such technology, and ultimately had to ATI catalyst drivers in disabled TruFrom, but still retained on the hardware. 8 # p # Second, the fruition of After generations of ATI, Microsoft had planned to introduce in DX10 in hardware surface subdivision, decided to develop more advanced wow gold version of the delayed to the DX11, AMD, NVIDIA have also completed a more complex and powerful GPU design, final subdivision surfaces makes the hardware rendering pipeline as part of DX11 API, has become industry standard technology. So what is the hardware surface subdivision it? Simply put, this very flexible technology intended to automatically Xihua the triangle smaller and more refined, to obtain the details of enhancing the appearance and reality, and most importantly, did not affect performance. In addition, there is displacement maps (Displacement Mapping) technology used to assist surface subdivision calculations, to further enhance the picture quality. Moreover, because DX11 is programmable pipeline surface subdivision, can be used to solve a lot of graphics problems, than before the jacking function TruForm much more flexible. A few from the bottom of the frame and the model comparison we can very clearly see the surface subdivision, displacement mapping switch whether or not the differences. Surface subdivision off Open surface subdivision Subdivision surface wireframe off Surface subdivision off Open surface subdivision Subdivision surface wireframe open Third, the test configuration Processor: Core i7-975 Extreme 3.33GHz Cooler: Scythe SCKTN-3000 Katana 3 Motherboard: Gigabyte GA-EX58-Extreme Memory: Corsair XMS3-12800C9 DDR3-1333 2GB กม 3 (9-9-9-24-2T) Hard disk: Samsung Spinpoint F1 1TB/32MB Power Supply: Ultra X4 850W Monitor: Dell 3007WFP Operating system: Windows 7 Ultimate 64-bit Graphics: GeForce GTX 480 GeForce GTX 460 Radeon HD 5870 Radeon HD 5830 Driver: GeForce 258.96 WHQL Catalyst 10.6 Test resolution: 1600 กม 900 1920 กม 1080 2560 กม 1600 8 # p # Fourth, test performance "STALKER: Pripyat call" (1.6.02, Fraps) Surface subdivision off Open surface subdivision As one of the first games to support DX11, "Stalker: The Call of Pripyat" is also well reflected surface subdivision technique, fuller figures and detailed, especially the helmet is more mellow, but unfortunately this scenario is not too more. As for performance, after the breakdown of open surface ffxiv gil will cause a certain frame rate does drop, but the magnitude is very small, little impact. 8 # p # "Alien vs. Predator" (1.0.0.3, comes with test program) Subdivision surface wireframe off Subdivision surface wireframe open Surface subdivision off Open surface subdivision Although it is billed as DX11 comes up, but the fact remains essentially DX9 games, but added some new features of DX11. As cross-platform or work surface using surface subdivision and model number is restricted only in the complex shaped to have an effect on the body, but unfortunately you do not have much time to face them appreciate the need to fire the first time . As for performance, as almost no effect, so open it. 8 # p # "Dust 2" (1.1, self-test program) Surface subdivision off Open surface subdivision Surface subdivision off Open surface subdivision Surface subdivision off Open surface subdivision With DX11, the game uses the PN Triangles triangle rendering model to improve the resolution and smoothness, but because of the curvature of the original model in general, it can not change the number of surface subdivision algorithms. Benefit from the dynamic surface subdivision hardware cloth and dynamic surface technique, playing in the water, flags and other parts of the effect is still good. Say performance, open surface subdivision, but lost after a few frames only. 8 # p # "Metro 2033" (1.0.0.1, Fraps) Surface subdivision off Open surface subdivision Surface subdivision off Open surface subdivision Mainly in surface subdivision And animal models, at first sight feeling is not very obvious, but adhere to the play it will get easier on the eye of the overall experience, the atmosphere is also better. Unfortunately, the performance loss is very large, the general decline in at least 10-20%, GeForce GTX 480 is a bit more tragic, with the improved resolution would lose almost 50% of the frame rate, which promote "true DX11" the NVIDIA, it is somewhat ironic. 8 # p # Unigine Heaven 2.1 Surface subdivision off Subdivision surface wireframe off Open surface subdivision Subdivision surface wireframe open The world's first DX11 benchmark, and with the updated version increased the support surface subdivision, also provides three different modes: for a moderate low-end graphics mode (Moderate Mode), quality and balance optimization performance The default normal mode (Normal Mode), pressing the limits of the potential of DX11 graphics mode (Extreme Mode). From the wireframe can be seen almost anywhere in the program are using surface subdivision. Performance impact is quite large, Radeon HD 5870/5830 will be even in moderate mode, loss of 18-24%, the limit mode is almost stuck. NVIDIA has always been to own video card in the test project to better publicize their results they were the real DX11, GeForce GTX 480/460 indeed run faster, with the severity of surface subdivision, the performance loss rates are smaller: moderate mode, 10-20%, 30-40% of the limit mode. 8 # p # Stone Giant 1.0 Surface subdivision off Subdivision surface wireframe off Medium surface subdivision Secondary subdivision surface wireframe Higher surface subdivision Subdivision surface wireframe higher Wireframes and screenshots have shown that the effect of surface subdivision is very clear, whether or cave has a giant stone great changes, even if the secondary mode, and naturally a lot. Demonstration and testing procedures as a reference, but also over the use of surface subdivision in every corner, it will certainly affect the pearl necklace performance turned on, N cards will fall 11-27%, A card is in advanced mode will drop up to 52%. 8

