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Well that was what the article was about and explains in detail.
You didn't have to do any digging.![]()
You can't dismiss/excuse it as a lazy console port either as the consoles don't have any tessellation code.
These guys are professional coders who get 'help' from Nvidia techs, they knew exactly what they were doing.
This is the point - the game wasn't designed for tessellation on the consoles, so assets were unlikely to have been built from the ground up with opptimised development for tessellation and likewise it wouldn't have been an engine focus - in which case its quite credible that when it comes to the PC version rather than rebuild/rework a whole load of stuff they've just haphazardly slapped tessellation ontop of geometry wholesale.
Ah but you could equally say Dirt 2/3 purposely under-use tessellation so as not to expose ATI/AMD weakness in that area... its still conjecture at best.
It's not Nvidia's fault AMD suck at tesselation![]()
Both don't do a great job at tessellation imo, though yes, AMD do perform poorer than nVidia.
Which proves my point that if AMD can control how much tessellation is being used in a sponsored game then NV damn well can to.
That doesn't prove they had any control over it in this game tho - also as I said there is no proof they purposely reduced the level used or how widespread either.
I would personally like to see tesselation on all objects.
I would personally like to see tesselation on all objects.
Lets put it simple.
NV always seems to be there when things like this happen.
Yes, folks, this is some truly inspiring geometric detail, well beyond what one might expect to see in an object that could easily be constructed from a few hundred polygons. This model may well be the most complex representation of a concrete traffic barrier ever used in any video game, movie, or any other computer graphics-related enterprise.
Amazingly, the flat window frame, the splintered plank, and the interior wall are all made up of incredibly dense polygon meshes.
Ah but you could equally say Dirt 2/3 purposely under-use tessellation so as not to expose ATI/AMD weakness in that area... its still conjecture at best.