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DirectX 11 Hardware Tesselation for PS2 Games...
#1
Yes, I was wondering if it is possible to use hardware tesselation on PS2 games to make them appear more realistic and look like they have an extremely high polygon count, and increased visual fidelity. Would it be possible now because PCSX2 now supports DirectX 11 even though it can only take advantage of one GPU core.

Here are some links for an explanation on hardware tesselation.

DirectX 11 Water Tesselation

GTX 480 Vs HD 5870 EXTREME Tessellation Showdown


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#2
I highly doubt it. I don't think PS2 developers (e.g. Capcom, Namco, Square, etc) implemented DirectX 11 tessellation in their code. Tongue2
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#3
Doubt it would look pretty at a low internal res and it would seriously hurt the performance at decent internal res so say goodbye to 3072x3072 on your GTX480 in that case.
[Image: 1454055.png]
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#4
3072x3072... Why would you render it that high anyway;p. I tried comparing 2048x2048 to 3072x3072, didn't see any difference.
CPU: i7 930 @ 2.8GHz(Everyday)/3.6GHz(Gaming)/4.0GHz(Encoding)
GPU: Geforce GTX 480 @ 850MHz/1001MHz
Motherboard: ASUS P6X58D-E
RAM: 2x3 6GB OCZ @ 1527MHz 8-8-8-24
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#5
Thats too bad. I thought if PCSX2 supported DirectX11 it would be able to take advantage of its newer features, but I guess it would be impratical because game developers did not integrate it into the game code. But thanks for your help anyways. Laugh
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#6
I believe using DX11 only helps with rendering speed on DX11 compatible GPUs. I don't really know. Just a guess.
CPU: i7 930 @ 2.8GHz(Everyday)/3.6GHz(Gaming)/4.0GHz(Encoding)
GPU: Geforce GTX 480 @ 850MHz/1001MHz
Motherboard: ASUS P6X58D-E
RAM: 2x3 6GB OCZ @ 1527MHz 8-8-8-24
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#7
The advantage of higher resolution is less aliasing.

On a side note, don't use square resolutions (This is why, 2048x2048 is 4,194,304 pixels per frame/redraw and 2048x1536 is 3,145,728 pixels per redraw. Huge difference in size (by nearly 1/4) and when you use a square resolution it's just going to get resized to your aspect anyways inducing further aliasing than what was already necessary.) Just use a 4:3 or 16:9 ratio resolution depending on your monitor. The highest my 8600GT can support without reducing framerate on the GS portion is 2048x1536. At 2048x1536 60hz full screen I get very little aliasing and everything looks very clean and PC-game-like.

The problem with higher resolutions is that it takes more shader computation to fill in the geometry and thus more GPU is used to process the larger sets of geometry. It also requires faster memory bandwidth and more memory...
CPU: Pentium D 'Presler' 915 2.8 ghz 2x2MB L2 @ 3.5 ghz
GPU: eVGA [Nvidia] 8600GT 256MB SSC DDR3
Tested: FFX, FFX-2, FFXII, MGS3, KH, KH2, The Hobbit NTSC
PCSX2 FTW! Biggrin
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#8
(09-12-2010, 02:43 AM)Dangerousd777 Wrote: The advantage of higher resolution is less aliasing.

On a side note, don't use square resolutions (This is why, 2048x2048 is 4,194,304 pixels per frame/redraw and 2048x1536 is 3,145,728 pixels per redraw. Huge difference in size (by nearly 1/4) and when you use a square resolution it's just going to get resized to your aspect anyways inducing further aliasing than what was already necessary.) Just use a 4:3 or 16:9 ratio resolution depending on your monitor. The highest my 8600GT can support without reducing framerate on the GS portion is 2048x1536. At 2048x1536 60hz full screen I get very little aliasing and everything looks very clean and PC-game-like.

The problem with higher resolutions is that it takes more shader computation to fill in the geometry and thus more GPU is used to process the larger sets of geometry. It also requires faster memory bandwidth and more memory...
Both downscaling and upscaling introduces artifacts. I'd just render it at whatever res your monitor is using.
CPU: i7 930 @ 2.8GHz(Everyday)/3.6GHz(Gaming)/4.0GHz(Encoding)
GPU: Geforce GTX 480 @ 850MHz/1001MHz
Motherboard: ASUS P6X58D-E
RAM: 2x3 6GB OCZ @ 1527MHz 8-8-8-24
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#9
Yes that's the thing. I'm saying to use the same resolution as your monitor, and preferably use fullscreen so no scaling is required.
CPU: Pentium D 'Presler' 915 2.8 ghz 2x2MB L2 @ 3.5 ghz
GPU: eVGA [Nvidia] 8600GT 256MB SSC DDR3
Tested: FFX, FFX-2, FFXII, MGS3, KH, KH2, The Hobbit NTSC
PCSX2 FTW! Biggrin
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#10
The thing is, tesselation doesn't just magically create more detail, you'd have to create a far more detailed mesh for all the models... It's not a magic make everything prettier button. The only real use it would be to anyone is if PS2 did some sort of tesselation that could be mapped directly to the video card, but as far as I know that's just simply not the case and it wouldn't give better graphics but a speed boost (again, only if the PS2 did some sort of tesselation that's currently being done in software or some type of programmed shader)
[Image: 2748844.png]
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