DV Hardware bringing you the hottest news about processors, graphics cards, Intel, AMD, NVIDIA, hardware and technology!

   Home | News submit | News Archives | Reviews | Articles | Howto's | Advertise
 
DarkVision Hardware - Daily tech news
December 8, 2016 
Main Menu
Home
Info
News archives
Articles
Howto
Reviews
 

Who's Online
There are currently 58 people online.

 

Latest Reviews
Zowie P-TF Rough mousepad
Zowie FK mouse
BitFenix Ronin case
Ozone Rage ST headset
Lamptron FC-10 SE fan controller
ZOWIE G-TF Rough mousepad
ROCCAT Isku FX gaming keyboard
Prolimatech Magnetic Pin
 

Follow us
RSS
 

HardOCP tests Unigine Heaven benchmark with DX11 tessellation

Posted on Monday, November 09 2009 @ 23:59:59 CET by


HardOCP tested some ATI graphics cards in Unigine Heaven, a new DX11 Tessellation benchmark. You can check it out over here.
Tessellation is the technique of changing the amount of polygons in an object being rendered by your GPU dynamically. Your GPU is creating polygons on the fly. As you see above, it is capable of creating very complex geometries that can greatly add to the immersiveness of a gaming environment. It is quite simple as to why we would want to use it in games. As objects get closer to the camera, the game developer has the ability of increasing the amount of polygons used in an object so it appears more lifelike. Or, you can look at it from a traditional Level of Detail (LOD) standpoint where as an object moves away from the camera, the polygons are lessened so there is less strain on your GPU rendering polygons that are not needed.
Here's an example of a road with and without tessellation. The result is pretty stunning, although it doesn't really look like a very comfortable read with all those bumpy stones.




 



 

DV Hardware - Privacy statement
All logos and trademarks are property of their respective owner.
The comments are property of their posters, all the rest © 2002-2016 DM Media Group bvba