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#1 2009-08-22 4:55 am
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- From: Björk, Björk
- Registered: 2001-05-14
- Posts: 28541
Gaming Performance, XP vs Vista vs 7 @FS
Detailed article at FiringSquad. Relates to Boot Camp users and those with BIY boxes.
For some of you, Windows 7 is here. For others, it's coming soon. The question we as gamers all want to know is will Windows 7 finally deliver on all the hype that began during the run up to Vista’s launch. Will it finally "unite the clans": gamers who love Windows XP's performance and scalability, versus the Vista gamers who have been enjoying DirectX 10 visuals and performance enhancements found in games like Far Cry 2.
I’m not going to spoil the answer on the first page of this article – that’s what the benchmarks are for – but I will say that as much as I rightly criticized Vista’s gaming performance back in January 2007, it ultimately did get a bit of a bad rep.
Sure, eye candy features like Aero Glass performed terribly with some hardware, USB transfers were slower, and user account control was so annoying most people just turned it off, but just as Microsoft was to blame for some of Vista’s problems, equally culpable were the hardware manufacturers. Intel had no business lobbying Microsoft to lower requirements in order to get their 915 chipset certified as “Vista Capable”, and nearly all the manufacturers were too slow in optimizing their Vista drivers for performance, if they had a Vista driver at all. Despite the fact that Microsoft had issued numerous public betas and release candidates for Vista, graphics drivers for instance were missing features and suffered from poor performance in some games on launch day.
All this bad news weighed heavily on the Vista launch. As the saying goes “you never get a second chance to make a first impression”. Well, Microsoft learned this lesson the hard way with Vista. Even though many of these issues were resolved within 8 months of Vista’s launch, public perception had already dragged Vista down.
With Service Pack 2 and the latest drivers, it’s now a great gaming OS, but no one knows it or is willing to admit it.
Today we’re here to see how Microsoft’s latest and greatest OS, Windows 7, stacks up against its predecessors, Windows XP and Windows Vista. Inside you’ll find benchmarks of the 32-bit and 64-bit flavors of all three operating systems, bringing the grand total of OS’s tested to six. We’ve also gathered a mixture of games to see which OS runs them best. There’s a lot of incorrect assumptions out there about 32-bit versus 64-bit, and XP vs Vista performance, so hopefully this article will help clear the air a bit.
As any enthusiast knows, one of the keys to game performance is graphics drivers. A good, up to date driver contains performance tweaks and optimizations for the latest software. This includes games and the OS. Both ATI and NVIDIA are using the same unified driver for Vista and Windows 7, but they’re claiming that memory management tweaks implemented in Windows 7 can lead to performance improvements in some situations.
We’ll be putting that to the test, as we’re comparing drivers from both manufacturers, including 2-Way SLI and CrossFire. We all remember what a mess multi-GPU performance was when Vista launched. It took months of work before ATI and NVIDIA had competent SLI and CrossFire drivers for Vista. We wanted to make sure history wasn’t repeating itself for Windows 7.
Let's get started shall we?
Nothing on Win ME, I'm afraid... 
http://www.firingsquad.com/hardware/windows_7_gaming/
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
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#2 2009-08-23 12:49 am
- Mr. T
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- From: omnipresent
- Registered: 2002-04-02
- Posts: 4218
Re: Gaming Performance, XP vs Vista vs 7 @FS
It's great to see Windows 7 performing so well. It took a while for the drivers to adapt to the new display model, but it seems like it's finally there, and it shows.
I've been running Vista exclusively for the past couple of months, after initially shunning it (and justifiably so). I'm still not thrilled with Vista's resource usage (search topping the list), but after disabling UAC and the majority of the services, I now have a lean, mean, gaming OS --just as good as XP in single-card setups, and significantly faster in SLI.
My only gripe with Vista, at this point, is DX10. It still runs slower than DX9, while providing little to no improvement in image quality. And after reading up on DX11, I'm skeptical of it, as well. Only time will tell if my suspicions are justified.
Last edited by Mr. T (2009-08-23 12:52 am)
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#3 2009-08-23 2:00 am
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- From: Björk, Björk
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Re: Gaming Performance, XP vs Vista vs 7 @FS
Mr. T wrote:
It's great to see Windows 7 performing so well. It took a while for the drivers to adapt to the new display model, but it seems like it's finally there, and it shows.
I've been running Vista exclusively for the past couple of months, after initially shunning it (and justifiably so). I'm still not thrilled with Vista's resource usage (search topping the list), but after disabling UAC and the majority of the services, I now have a lean, mean, gaming OS --just as good as XP in single-card setups, and significantly faster in SLI.
Too bad, in a way, you run Intel/NV. AMD's Fusion utility not only makes OCing a breeze, it makes Vista like XP in disabling unneeded services at (game) runtime, then reverting when gametime's over. Mysteriously, it only works with AMD/ATi stuff.
Funny about that... look it up an AnandTech.
My only gripe with Vista, at this point, is DX10. It still runs slower than DX9, while providing little to no improvement in image quality. And after reading up on DX11, I'm skeptical of it, as well. Only time will tell if my suspicions are justified.
Heathen.
Anyway, DX10 was gimped when NV refused to support some key features, and MS caved. ATi had already designed in support, part of the reason they 'lost' '07, esp. with the 2900XT, which NV is now paying for- they didn't put ATi away, and now they're behind. MS played hardball this time, which helps explain why ATi is ahead on DX11 parts- partial support (visible in 10.1 support, which most NV DX10 parts will forever lack) is already in, and the rest was that much easier.
Akb25 and I both look forward to 11, myself especially. I think it's notable one or more major titles are already announced for DX11, several more following shortly. I can't remember such quickness since perhaps DX3, if then. What's not to like?.. compute shaders, tris and patches both supported as primitives, D3D11 is a strict superset of 10 and 10.1, hardware tesselation. You'll love it once NV gets their troubled GT300 part out the door in quantity. Elite Bastards overview is a good starting point; mustn't OD on details too quickly. 
We'll skin those eyes eventually, if it takes 10-bit panels to do it. [sigh]
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
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#4 2009-08-23 1:44 pm
Re: Gaming Performance, XP vs Vista vs 7 @FS
Wow, that makes me glad I decided on Vista 64 instead of XP 64 for gaming when I built my PC... Though at this point I doubt I'll put down the dough for Windows 7 since I'm not using Windows for my main OS.
Mr. T wrote:
My only gripe with Vista, at this point, is DX10. It still runs slower than DX9, while providing little to no improvement in image quality. And after reading up on DX11, I'm skeptical of it, as well. Only time will tell if my suspicions are justified.
You aren't going to see that many improvements for DX11 right away. However, after a few years when the hardware catches up, you'll see some definite improvements. As always, the new features aren't going to be practical to use to their full potential initially due to their performance cost, but as hardware gets faster they can be taken advantage of more and more.
One of DX10's major problems with adoption was Vista itself. Since it flopped, there's a rather small market they'd be catering to. In fact, I'm not sure there's any real examples of games that push the limits of how much you can use the new features on todays hardware in a real-world game... Another problem with it is you must have DX10 hardware in order to run a game written with DX10. That means that if you want to run on lower end cards, you must implement your rendering engine both with DX10 and DX9. After looking it up, it appears that developers can support all the way back to DX9 hardware with the DX11 SDK. That way the developers can support all cards they want to using only DX11, and pick features based on the user's hardware and settings. It also allows developers to use DX11 even if they aren't using any of the new features, or use a few new features (for what the current hardware can support, or for "future thinking" of next gen cards) for the ultra high settings without either requiring multiple implementations of their rendering engine or screwing over users who don't have the latest and the greatest.
Last edited by akb825 (2009-08-23 1:46 pm)
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#5 2009-08-23 1:54 pm
- Mr. T
- Best of both worlds

- From: omnipresent
- Registered: 2002-04-02
- Posts: 4218
Re: Gaming Performance, XP vs Vista vs 7 @FS
Everything about DX11 is good. The GPGPU stuff is good, but doesn't target games, per-se. Tessellation is good, in that it improves both resource usage and image quality in engines with no or naive tessellation. For engines that already support software tessellation, the improvement will save some VRAM, but I don't expect a significant difference in image quality.
Multithreading is a point often overlooked. As it stands, when there's multiple GPUs, the driver is forced to split up the rendering at runtime. Since each card is rendering slightly different versions of essentially the same data, each card MUST contain nearly identical copies of the same data. So, if you're like me, and you have two 512MB cards, then your total SLI VRAM is still 512MB. Now, if the rendering tasks are split up at compile time, each card would then be working on something different. So you should only need to keep enough common data in each card's VRAM to satisfy the rendering dependencies for each task. So, in theory, two 512MB DX11 cards in SLI/Crossfire should provide more than 512MB VRAM (pure speculation on my part).
Where was I? Oh yeah, I was trying to defend my "skepticism" of DX11. What I mean is, there's a lot to love about DX11, especially from a developer's / enthusiast's point of view. There's a major architectural improvement in DX11, and one can't help but stand back in awe of MS' accomplishment. But as far as DX11's ability to enhance the real-world gaming experience, I think folks are getting a little overexcited. Its goal is not so much about improving image quality; it's more about improving resource usage and scalability.
Last edited by Mr. T (2009-08-23 1:56 pm)
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#6 2009-08-23 2:09 pm
- Mr. T
- Best of both worlds

- From: omnipresent
- Registered: 2002-04-02
- Posts: 4218
Re: Gaming Performance, XP vs Vista vs 7 @FS
akb825 wrote:
After looking it up, it appears that developers can support all the way back to DX9 hardware with the DX11 SDK. That way the developers can support all cards they want to using only DX11, and pick features based on the user's hardware and settings.
That actually worries me a little. The few DX10 games that do look better than their DX9 brethren, only look better because the developer intentionally disables features in DX9. For example, when you force the "Very High" settings in Crysis, and force it to run in DX9, it looks pretty much identical to the DX10 version, and runs faster (comparison). I don't trust MS enough to mediate the DX9 experience from DX11 code.
Last edited by Mr. T (2009-08-23 2:11 pm)
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#7 2009-08-23 2:16 pm
Re: Gaming Performance, XP vs Vista vs 7 @FS
GPGPU does allow advances in gaming. For example, it allows you to run physics on the GPU. Also, it allows you to have more realistic shaders. Even with higher instruction limits, there's some things you can't do with current shaders because they aren't general purpose enough. Tessellation allows smoother LOD transitions and reduces popping. As I said before, developer's won't be able to suddenly take advantage of all this right away, but as hardware improves more and more will be practical. Graphical improvements are evolutionary, and eventually we're going to run into limits of our current feature set even when we have faster hardware. This allows the next step in that evolution to take place.
From what I understand about multi-threaded rendering, it's not going to allow you to double your VRAM with SLI cards. They still need all the data they're rendering their portion of the screen with. What it allows the developer to do is record some draw calls in one thread, then combine the results in order with other draw calls from another thread. In other words, you can put different chunks of rendering on separate threads and then combine the chunks on the main thread. This doesn't provide any real new functionality in that developers could have implemented it themselves (look at Left4Dead, which has multi-core rendering), but it makes it so the developer doesn't have to implement it themselves, and it can also be more optimized since the all draw calls will be managed by DirectX itself on every level.
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#8 2009-08-23 2:25 pm
Re: Gaming Performance, XP vs Vista vs 7 @FS
Mr. T wrote:
akb825 wrote:
After looking it up, it appears that developers can support all the way back to DX9 hardware with the DX11 SDK. That way the developers can support all cards they want to using only DX11, and pick features based on the user's hardware and settings.
That actually worries me a little. The few DX10 games that do look better than their DX9 brethren, only look better because the developer intentionally disables features in DX9. For example, when you force the "Very High" settings in Crysis, and force it to run in DX9, it looks pretty much identical to the DX10 version, and runs faster (comparison). I don't trust MS enough to mediate the DX9 experience from DX11 code.
That isn't really a compelling argument for me. The fact that the first DX10 game doesn't look all that different between the DX9 and DX10 modes doesn't really have anything to do with having to having to implement your graphics engine using one SDK vs. two or more SDKs. In fact, it may have been able to make it work better in DX10 if they didn't have to spend the time implementing a DX9 version in order to have it run on DX9 hardware. Everything in that respect is just speculation.
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#9 2009-08-23 3:08 pm
- Mr. T
- Best of both worlds

- From: omnipresent
- Registered: 2002-04-02
- Posts: 4218
Re: Gaming Performance, XP vs Vista vs 7 @FS
GPGPU does allow physics processing on the GPU, but I'd rather dedicate all of my GPU resources to graphics while gaming. NV supports hardware PhysX, and I keep it disabled for that reason. As you say, when cards become more powerful, priorities might shift a bit.
Tessellation does offer smother LOD changes, but quality software tessellation looks great, already. id has been using software tessellation and bezier surfaces since Quake III. That's why Quake III looks so "curvy" compared to UT99. But yeah, the majority of games use the old fashioned method of storing multiple models. These games will certainly improve. It won't be nearly as dramatic a change, as when devs began to use shaders for the first time. But I look forward to this more than any other DX11 feature. In fact, I'm going to have to disagree with you a little bit: I think hardware tessellation will be practical from day one.
Re: Multi-GPU rendering, I was careful not to claim "double," I just said "more than 512MB." But now that you mention it, I'm having a hard time imagining a situation in which the "dependencies" (using my words) are less than "everything." Maybe you could break it down into models and environment, as long as everything is opaque. Vertex-related stuff (like depth buffer, projection matrix, and so forth) could be shared, and maybe that would work... maybe...
akb825 wrote:
What it allows the developer to do is record some draw calls in one thread, then combine the results in order with other draw calls from another thread. In other words, you can put different chunks of rendering on separate threads and then combine the chunks on the main thread. This doesn't provide any real new functionality in that developers could have implemented it themselves (look at Left4Dead, which has multi-core rendering), but it makes it so the developer doesn't have to implement it themselves, and it can also be more optimized since the all draw calls will be managed by DirectX itself on every level.
That's definitely true. As it stands, some games (like Crysis in SLI) are doubled in performance with the addition of a second card, while others (like FSX) don't seem to benefit at all. The ability to hand-optimize is indeed very useful.
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#10 2009-08-23 3:45 pm
- Mr. T
- Best of both worlds

- From: omnipresent
- Registered: 2002-04-02
- Posts: 4218
Re: Gaming Performance, XP vs Vista vs 7 @FS
akb825 wrote:
Mr. T wrote:
akb825 wrote:
After looking it up, it appears that developers can support all the way back to DX9 hardware with the DX11 SDK. That way the developers can support all cards they want to using only DX11, and pick features based on the user's hardware and settings.
That actually worries me a little. The few DX10 games that do look better than their DX9 brethren, only look better because the developer intentionally disables features in DX9. For example, when you force the "Very High" settings in Crysis, and force it to run in DX9, it looks pretty much identical to the DX10 version, and runs faster (comparison). I don't trust MS enough to mediate the DX9 experience from DX11 code.
That isn't really a compelling argument for me. The fact that the first DX10 game doesn't look all that different between the DX9 and DX10 modes doesn't really have anything to do with having to having to implement your graphics engine using one SDK vs. two or more SDKs. In fact, it may have been able to make it work better in DX10 if they didn't have to spend the time implementing a DX9 version in order to have it run on DX9 hardware. Everything in that respect is just speculation.
Well, imo, there isn't ANY DX10 game that looks better in DX10 mode --forced distinctions aside. There's a few that run faster in DX10, however.
But my point was that there are some developers who purposely limited the DX9 experience, in order to make DX10 appear better. They wanted to make it seem like you're getting something for the DX10 performance loss.
What's to stop MS from doing the same? In other words, when you develop in DX11, it's technically up to MS to determine how well the DX9 compatibility works. It would behoove them to make sure that DX11 is always faster, even if it isn't. Gamers will buy Windows 7 and new graphics cards, and all will be right in Microsoft land. I'm not saying it will happen; just something to think about...
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#11 2009-08-23 3:59 pm
Re: Gaming Performance, XP vs Vista vs 7 @FS
The problem with not sharing resources between cards is you want the resources to stay resident the cards so you don't waste bandwidth sending the same data over to the card constantly. The way SLI normally works now is one graphics card renders one part of the screen while the other graphics card renders the rest. Since you're essentially splitting up the screen, not the graphics objects, you need to duplicate those resources.
I just took a look at this paper from AMD. It appears that they were using tessellation to increase the detail for their high LOD, then for their lower LODs fell back to normal rendering to make it perform acceptably. So it appears that there may still need to be multiple meshes in order to use tessellation at every LOD level: one for the high LOD that still has a relatively high number of control points, and another for lower LODs that has much fewer control points. I'm disappointed that they didn't offer any comparisons with a mesh that had as many triangles as the final tessellated output, though, so we can see the cost of the tessellation itself.
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#12 2009-08-23 4:05 pm
Re: Gaming Performance, XP vs Vista vs 7 @FS
Mr. T wrote:
What's to stop MS from doing the same? In other words, when you develop in DX11, it's technically up to MS to determine how well the DX9 compatibility works. It would behoove them to make sure that DX11 is always faster, even if it isn't. Gamers will buy Windows 7 and new graphics cards, and all will be right in Microsoft land. I'm not saying it will happen; just something to think about...
I would think that as a software company it would be in their best interest to have a fully working DX9 bridge in DX11, since it allows users to upgrade to Windows 7 without worry and developers will be happier. I would never rule out MS doing something shady, though.
At least the concept itself is solid, time will tell if the implementation lives up to it.
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#13 2009-08-23 6:02 pm
- Mr. T
- Best of both worlds

- From: omnipresent
- Registered: 2002-04-02
- Posts: 4218
Re: Gaming Performance, XP vs Vista vs 7 @FS
akb825 wrote:
The problem with not sharing resources between cards is you want the resources to stay resident the cards so you don't waste bandwidth sending the same data over to the card constantly. The way SLI normally works now is one graphics card renders one part of the screen while the other graphics card renders the rest. Since you're essentially splitting up the screen, not the graphics objects, you need to duplicate those resources.
You're referring to split frame rendering (SFR). Most of today's games use alternate frame rendering (AFR) on the NV side, but that's besides the point. I must admit that I really don't know how DX11's multi-GPU features work, but I interpret it as something that's different from both of these. On the other hand, I can't find anything on the interweb that confirms my theory, so maybe it's exactly like SFR with more developer control.
I just took a look at this paper from AMD. It appears that they were using tessellation to increase the detail for their high LOD, then for their lower LODs fell back to normal rendering to make it perform acceptably. So it appears that there may still need to be multiple meshes in order to use tessellation at every LOD level: one for the high LOD that still has a relatively high number of control points, and another for lower LODs that has much fewer control points. I'm disappointed that they didn't offer any comparisons with a mesh that had as many triangles as the final tessellated output, though, so we can see the cost of the tessellation itself.
They mentioned that tessellation can dynamically reduce the geometry of tessellated characters, such that all of the tessellated characters in any given scene does not exceed some specified number of polygons (page 22).
If there are more than M such characters in the view frustum, this scheme will divide the tessellated triangles evenly among them. While this can lead to slight visual popping as the size of the crowd changes dramatically from one frame to the next, in a lively scene with numerous animated characters this popping is very hard to perceive.
Here, they're dynamically scaling the tessellated geometry to satisfy the given formula. It seems just as possible to assign each tessellated object a weight based on z-depth. I don't know why they don't do that here (performance issues, perhaps?). Even if multiple meshes are necessary, at least they can be generated at startup from the one base mesh.
Last edited by Mr. T (2009-08-23 6:08 pm)
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#14 2009-08-23 8:34 pm
Re: Gaming Performance, XP vs Vista vs 7 @FS
Mr. T wrote:
You're referring to split frame rendering (SFR). Most of today's games use alternate frame rendering (AFR) on the NV side, but that's besides the point. I must admit that I really don't know how DX11's multi-GPU features work, but I interpret it as something that's different from both of these. On the other hand, I can't find anything on the interweb that confirms my theory, so maybe it's exactly like SFR with more developer control.
The resource problem will be the same, and I can see of no simple way to get rid of the problem. You'd have to somehow share depth buffers and combine the final rendered result if you were to split it at an object level rather than either withing the frame or alternating frames. Managing rendering states would also be a pain in the ass, so I don't see it happening anytime soon. (I could be wrong, though)
Mr. T wrote:
They mentioned that tessellation can dynamically reduce the geometry of tessellated characters, such that all of the tessellated characters in any given scene does not exceed some specified number of polygons (page 22).
If there are more than M such characters in the view frustum, this scheme will divide the tessellated triangles evenly among them. While this can lead to slight visual popping as the size of the crowd changes dramatically from one frame to the next, in a lively scene with numerous animated characters this popping is very hard to perceive.
Here, they're dynamically scaling the tessellated geometry to satisfy the given formula. It seems just as possible to assign each tessellated object a weight based on z-depth. I don't know why they don't do that here (performance issues, perhaps?). Even if multiple meshes are necessary, at least they can be generated at startup from the one base mesh.
They were using the normal triangulated mesh as the basis for their tessellation, so the lowest level of detail they could get to was their original mesh. You can only get your base mesh for tessellation down so far before you're going to lose quality for your high level of detail. It's really unfortunate that they don't give any information as to the cost of the tessellation itself, since that will give us a better gage of its practicality on current hardware..
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#15 2009-08-24 2:49 am
- Mr. T
- Best of both worlds

- From: omnipresent
- Registered: 2002-04-02
- Posts: 4218
Re: Gaming Performance, XP vs Vista vs 7 @FS
akb825 wrote:
Mr. T wrote:
They mentioned that tessellation can dynamically reduce the geometry of tessellated characters, such that all of the tessellated characters in any given scene does not exceed some specified number of polygons (page 22).
If there are more than M such characters in the view frustum, this scheme will divide the tessellated triangles evenly among them. While this can lead to slight visual popping as the size of the crowd changes dramatically from one frame to the next, in a lively scene with numerous animated characters this popping is very hard to perceive.
Here, they're dynamically scaling the tessellated geometry to satisfy the given formula. It seems just as possible to assign each tessellated object a weight based on z-depth. I don't know why they don't do that here (performance issues, perhaps?). Even if multiple meshes are necessary, at least they can be generated at startup from the one base mesh.
They were using the normal triangulated mesh as the basis for their tessellation, so the lowest level of detail they could get to was their original mesh. You can only get your base mesh for tessellation down so far before you're going to lose quality for your high level of detail. It's really unfortunate that they don't give any information as to the cost of the tessellation itself, since that will give us a better gage of its practicality on current hardware..
I don't know about tessellating a bezier patch with fewer polygons. It seems like it ought to be possible, but I can imagine how lower detail levels might look weird if you tessellate down. I think you're on to something, here.
As for performance, this is pretty enlightening. This gives actual code capable of rendering a bezier patch from a Quake 3 map. The patch is first tessellated by the CPU, and then rendered by the GPU using vertex arrays. The tessellation process actually doesn't look as complicated as I originally imagined. Though this isn't the official algorithm used by id, it's clear from all the multiplications that this isn't something you'd want to do frequently. But how frequently is "too frequently?" Is modern hardware capable of supporting depth-based LOD transitions? That is the $64,000 question.
The answer is YES! Quake III (and subsequent engines) does, in fact, use tessellated bezier patches for LOD transitions. This is from a map-maker's perspective.
One of the nice things about curved surfaces is the level-of-detail (LOD) rendering used by Quake 3. At far distances, curves are rendered using fewer polygons (lower level-of-detail) so that the total number of polygons drawn is minimized.
This goes on to explain that LOD scaling only works on a per-patch basis, and won't work on adjacent patches (since the different approximations won't line up seamlessly). This means that if you're designing a large map you'll want to break up the tessellated patches with other structures. In closed environments, this is fairly easy to accomplish; in outdoor environments, it requires a bit of creativity. For characters and world objects, there's' obviously no issue.
Back to my original point, I don't think that hardware tessellation offers a significant advantage over software methods.
Here's John Carmack on the subject
I’m still not a big believer in hardware accelerated curve tessellation.
I’m not going to go over all the reasons again, but I would have rather
seen the features left off and ended up with a cheaper part.
source. That one's from 2001. This is from 2008.
PCPER: Is AMD’s tessellation engine that they put in the R600 chips anywhere close to what you are looking for?
CARMACK: No, tessellation has been one of those things up there with procedural content generation where it’s been five generations that we’ve been having people tell us it’s going to be the next big thing and it never does turn out to be the case. I can go into long expositions about why that type of data amplification is not nearly as good as general data compression that gives you the data that you really want. But I don’t think that’s the world beater; I mean certainly you can do interesting things with displacement maps on top of conventional geometry with the tessellation engine, but you have lots of seaming problems and the editing architecture for it isn’t nearly as obvious. What we want is something that you can carve up the world as continuously as you want without any respect to underlying geometry.
source
Of course, hardware tessellation should still be of benefit to engines that don't already support it. I just don't think it's a killer feature; yet it's the one I'm most looking forward to. Ironic, isn't it...
Last edited by Mr. T (2009-08-24 3:03 am)
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#16 2009-08-24 3:02 am
- Mr. T
- Best of both worlds

- From: omnipresent
- Registered: 2002-04-02
- Posts: 4218
Re: Gaming Performance, XP vs Vista vs 7 @FS
akb825 wrote:
Mr. T wrote:
You're referring to split frame rendering (SFR). Most of today's games use alternate frame rendering (AFR) on the NV side, but that's besides the point. I must admit that I really don't know how DX11's multi-GPU features work, but I interpret it as something that's different from both of these. On the other hand, I can't find anything on the interweb that confirms my theory, so maybe it's exactly like SFR with more developer control.
The resource problem will be the same, and I can see of no simple way to get rid of the problem. You'd have to somehow share depth buffers and combine the final rendered result if you were to split it at an object level rather than either withing the frame or alternating frames. Managing rendering states would also be a pain in the ass, so I don't see it happening anytime soon. (I could be wrong, though)
No, I think you're probably right. I was trying to think of how multithreading works on a CPU, but the graphics pipeline just isn't wired like that.
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#17 2009-08-24 4:36 am
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- From: Björk, Björk
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- Posts: 28541
Re: Gaming Performance, XP vs Vista vs 7 @FS
Without taking more time than I have, I'll mention a couple of things in passing.
1) I too remember various folks pushing for thing like Bezier curves & other higher-level surfaces ca. 1999 and earlier. But the ivory-tower types and lovers of their own copy (
) were pushing too far ahead.
2) The 360 has a hardware tesselator in it, and it's hard to get info on what games use it. That's an ATi chip, and ATi vidcards of the HD series all have it. DX11 tesselation is beyond that, but it does at least open the possibility of getting some benefit from it under DX11, tho not full. Seems at least possible some console games have been held back from PC ports until it's a better-supported feature (i.e. until DX11 cards become somewhat common from both makers, making that mode at least an option).
Now announce H3 PC when 7 and DX11 launch, you MS bassids! :shakefist:
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
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#18 2009-08-27 12:34 am
- Bat
- Flawless Cowboy
- Royal Wombat

- From: Björk, Björk
- Registered: 2001-05-14
- Posts: 28541
Re: Gaming Performance, XP vs Vista vs 7 @FS
DirectX 11: Frostbite 2 engine (Battlefield) uses Compute Shader for Deferred Shading
After DICE had revealed first details about the Battlefield engine called Frostbite at the GDC 2009 the developer now presented a new version at Siggraph.
At Siggraph Johan Andersson, Rendering Architect at DICE, talked about the latest version of the Frostbite engine used for Battlefield games.
There will be two versions of the Frostbite Engine: Version 1.x is used for Battlefield: Bad Company 1, Battlefield 1943 and Battlefield: Bad Company 2. It supports Xbox 360, PS3 and DirectX 10. DICE is working on the Frostbite 2 engine at the moment that will support DirectX 10.1 and DirectX 11 as well. DICE is very proud of the parallelized engine since 2-8 parallel threads are supported for using full capacity of, e.g., a Core i7.
In his presentation Andersson also talks about Compute Shader in DirectX 11 and how Deferred Shading is done using Compute Shader. However, the implementation in Frostbite 2 has only been experimental so far. DICE focuses on a mix of classic rasterization and Compute pipeline. Three screenshots show the results of Deferred Shadings with up to 1,000 light sources.
Background: Frostbite Engine
At the GDC in April 2009 Johan Andersson, revealed first details about the Frostbite Engine, which is the base for the Battlefield games.
At the beginning of the porting progress the developer had to face a cross platform engine (PC, Xbox 360, PS3) with an exclusive DirectX 10 rendering path that had DX 10.0 and DX 10.1 features. The actual port of the Engine from DirectX 10 to DirectX 11 was done in three hours said Anderson. Searching and replacing the relevant parts inside the code required the most time.
Since currently there is no DirectX 11 hardware or appropriate development software, the Frostbite Engine was equipped with a switch inside the compiler that can be changed to DirectX 10 or DirectX 11. The developers at DICE are certain that the CPU load during API calls can be reduced noticeably with DirectX 11 drivers. Among other things the Frostbite DirectX 11 Engine offers HDR texture compression, Compute Shader and hardware tessellation for characters and terrain.
How many light sources? Tessewho? What shader?!

If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
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#19 2009-08-27 1:10 am
- NightCougar_37
- For Gallia!!

- From: The back of my Twilight Drake
- Registered: 2001-07-22
- Posts: 9140
Re: Gaming Performance, XP vs Vista vs 7 @FS
Bat wrote:
Without taking more time than I have, I'll mention a couple of things in passing.
1) I too remember various folks pushing for thing like Bezier curves & other higher-level surfaces ca. 1999 and earlier. But the ivory-tower types and lovers of their own copy () were pushing too far ahead.
2) The 360 has a hardware tesselator in it, and it's hard to get info on what games use it. That's an ATi chip, and ATi vidcards of the HD series all have it. DX11 tesselation is beyond that, but it does at least open the possibility of getting some benefit from it under DX11, tho not full. Seems at least possible some console games have been held back from PC ports until it's a better-supported feature (i.e. until DX11 cards become somewhat common from both makers, making that mode at least an option).
Now announce H3 PC when 7 and DX11 launch, you MS bassids! :shakefist:
Ya but only if M$ doesn't epic fail again and make H3 only work on 7...similar to what they did with H2 and Vista. If it works with Vista/7 then i'm happy as i'm stuck with Vista till Ultimate 7 upgrade discs are cheap and plentiful.
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#20 2009-08-27 4:51 pm
- Bat
- Flawless Cowboy
- Royal Wombat

- From: Björk, Björk
- Registered: 2001-05-14
- Posts: 28541
Re: Gaming Performance, XP vs Vista vs 7 @FS
NightCougar_37 wrote:
Ya but only if M$ doesn't epic fail again and make H3 only work on 7
Bite your tongue!
I was thinking it might be announced around then as H3 might have a bit of hardware tesselation, DX11 will work on both 7 and Vista, 7 won't hit retail until a month after H3: ODST, and it seems to always take a year or so after a PC Halo port is announced until it's done. If it's timed well, it could help keep interest stoked between ODST and Reach.
Unfortunately that might make too much sense, and milestones/a ship date are easy to schedule but hard to execute. There are always snags.
One can always hope... and yeah, for God's sake don't make it 7 only. In this case, tho, there's no excuse like the GFW/Vista-only one they tried with 2.
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
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