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Anyhow it just tickles me that for years tessellation has been ATI's baby and the heaven benchmark has been the poster child for it and nVidia apparently come along and trash them - never mind what the performance is like in games - tbh I'm not really too bothered as my GTX260 SLI does great for now and it doesn't look like any DX11 titles are gonna take my fancy in the next year or so.
you will notice despite the claims of how the ATI dedicated unit will pump out low penalty polygons and nVidia's implementation will gimp its shaders - that atleast in that benchmark the results seem to show the complete opposite..
The tesselation work is NOT DONE ON THE SHADERS, it is done in the new multi purpose rendering cluster, or, rasterising, I forget what the called it. However, this new unit which gets smaller on lower end cards with less clusters, doesn't have dedicated tesselation hardware, or nothing apparent yet. IT would seem to be very general hardware that will likely be doing many other things in real game situations. It is that hardware, and NOT the shaders that will likely be heavily pushed by other features allowing far far less free power for tesselation to be run.
Get it straight, the uniengine demo does NOT replicate a normal bump map and do it faster with tesselation, it creates a massively more complex bumpmap which would always take more power to run, but its also a bump map that done normally would not work.
We gladly invite you to come visit our booth #1344 at Game Developers Conference, San Francisco, 2010. There you will be presented the recent version of Unigine Engine and the Heaven Benchmark 2.0 along with a lot of featured Unigine-based content. Feel free to contact us for an appointment.
OMFG, NV have got the unigine developers in their pockets, how come they are running 1.1 of the bench, when the only one publicly available is 1.0, fermi optimized bench..
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Tessellation does not work by producing bump maps, it doesn't use some "compressed highly detailed bumpmap" seperate from the non-tessellated shader effect, it takes the same normal/heightmap data thats used for the displacement map or dot3 shader in game but produces extruded polygon data instead of rendering per-texel psuedo depth effects.


What are you talking about? Every implementation I've seen so far has used a displacement map. A dot3 bumpmap is just light normals (hence why its called a dot product '3' map) encoded into a texture in the RGB channels, of course it can't be used for tesselation because it doesn't store gemoetric data, just image space light collision approximations.
Oh uh, 100% faster in uniengine, about 2% throughout the benchmark, no idea at what points, but its mostly a heck of a lot closer.
Add in the 10.3 drivers which seem to bump AMD cards up hugely in tesselation scenarios and their biggest win looks far less good, especially as its a single benchmark.