Never mind the barrier, we even tessellated the water table!

Subject: General Tech | August 17, 2011 - 11:56 AM |
Tagged: crysis 2, dx11, tessellation

The Tech Report took an indepth look at the "Enhanced, bionic Jersey barrier in DirectX 11" recently.  The original Crysis is still famous for its ability to crush even the best GPUs that were available when it was originally released and its continued ability to do so at very high resolutions.  Now that Crysis 2 has power slid out of it's console roots and we PC gamers received not only support for DX11 but also a high resolution texture patch which helped the game with its visual impact, it seemed worthwhile to investigate the actual changes to the process used to draw images in Crysis 2.  That lead to the discovery of not only the world's most detailed concrete barriers but also the realization that whether you can see it or not, water is being rendered in painstaking detail.

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A hydrologist's dream

"When we fired up Crysis 2 in its DirectX 11 "ultra" quality mode, we saw that some obvious peaks were related to the creation of tessellated objects. Not only could we see the hull shaders used in the first stage of tessellation—proof that tessellation was in use—but we were also able to see the polygon meshes output by the tessellation process. We noticed some of the same things Damien pointed out, along with a few new ones, including one of the true wonders of this game's virtual world."

Here is some more Tech News from around the web:

Gaming

 

August 17, 2011 | 12:14 PM - Posted by Tim Verry

Yeah, that was pretty crazy how wasteful they were with the tesselation 0.0

August 18, 2011 | 03:14 AM - Posted by Jules (not verified)

A nVidia AAA title found guilty of using excessive tessellation to hamper competitor's performance?

Oh! Non, non, non c'est pas possible!

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