Tessellation for City of Heroes?


Anti_Proton

 

Posted

After ordering a new graphics card with DirectX 11 technology (Yes I know City of heroes is OpenGL-run, I'm not implying it uses Dx) and was reading up on the features included and came across a processing technique called Tesselation.

To those who don't know what that means, it's apparently the tiling of a plane or surface by smaller sub-surfaces, which is done on the GPU but can also be enabled on geometry shaders as well, including that of OpenGL except on Nvidia cards (don't know why). The effect of tessellation is that it can make all kinds of models look so much more detailed by physically altering the model to physically appear detailed, not just look detailed from head-on like with Normal maps. One source I found said that Tessellation can not only enhance geometry but also increases performance! Allowing you to render things six times as fast and save more than 50% of your video memory, as well as the bandwidth saved from uploading less geometry. Though I believe those figures are the rendering-times of a tessellated high-quality model in comparison to a high quality model without it.

I've seen pictures and video where you can create mountain ranges through tessellation alone (huge bumps) and also be able to smooth out the outline of objects (like if the Valkyrie shoulder armour was perfectly rounded instead of the barely-noticable breaks in roundness due to resolution size). Where people talk about water fidelity and tessellation they've shown videos where the ocean surface looks practically like it does in real life, no predictable waves or textures.


But here comes the suggestion, with the advent of Ultra-mode, wouldn't it be great if Paragon studios tried to implement uses of Tessellations in their designs? When people complain about graphics they do talk about old models and such, why not use tessellation to add some extra physical detail to these models? Why not make the old flattish buildings stand out more with details? Round out purposefully roundish models, maybe even character faces with rounded eyeballs that don't end up stretching around when you mess with the brow slider? Since Ultra-mode is seen as optional into playing the game, wouldn't Tessellation give this game a bit of a graphical boost while not creating massive loads in comparison to other games?

I'm not exactly a hardware/software technical person so I don't know how practical it would be to consider Tessellation into the game, and I really hope people read this paragraph and don't faceplant me for suggesting something I don't completely understand. But the basic benefit of Tessellation is that basically you can make smaller models appear just as good as regular models and make regular models even more detailed than you could reasonably transmit over a network like an MMO.

But basically what I'm saying is, Tessellation for City of Heroes?



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@Oneirohero

 

Posted

We just had a graphical upgrade. Not saying it wouldn't be cool if it works as you say, but I'd think there's better things to focus on than more shiny graphics when we just got those a couple of issues ago. Some of us play games for things other than the latest shiny technology, after all.


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Posted

I've been hearing about this since 2002. I have yet to see a single actual functioning game use it. I'd wait to see the tech solidify first, but sure - why not?


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Originally Posted by Arcanaville View Post
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Originally Posted by Samuel_Tow View Post
I've been hearing about this since 2002. I have yet to see a single actual functioning game use it. I'd wait to see the tech solidify first, but sure - why not?
http://www.youtube.com/watch?v=4G9an...eature=related

This video from nVidia shows how using Tessellation, 0:22 shows what the basic surface looks like, and then by using the technique it sub-divides it many, many times until it pretty much looks like an ocean's surface in real life, while transmitting less information to the GPU, and like I mentioned before, it also affects things like terrain.

http://www.youtube.com/watch?v=Q2jb3...ext=1&index=14

Someone has done a video comparing 'Heaven', a test scene for DX11 and Tessellation and the frame-rates of it being Off and On side-by-side. You may have to watch it in 1080p and in full-screen to actually see the details


At
1:19 you'll see that tessellation can make a reasonably flat cobble-stone path looks like it's got big chunks of stone in it, more physical depth. The cornerstones of the house walls and also the tiling of the roof is also Tessellated too.

More clearly visible at
1:44. the stature of the dragon is Tessellated with it's spines protruding out from the left-tessellated figure compared to the untessellated one right. With finer spines running down it's tail, the tail tip even have some quite long yellow spines too!

A close look at the roof-tiles at
1:58, the small window on the right is completely flat untessellated but when it is, it even gets it's own window-frame of stone around it! Not only that but the shadows react to it as if it were really as deep as it appears tessellated.

2:16
A view under a bridge, you can see the very deep cobblestones in the path (a little too bumpy if you ask me), but you can also see where some stones jut out underneath the bridge.

2:38
The round porthole has an extruded frame around it with Tessellation.

2:41
You can see the cable to the right actually has ribbing around itself due to the extra detail given to it compared to the almost cylindrical appearance of the untessellated model.

3:29
Tessellation can even turn ramps into stairways with actual steps! Also the wall to the left shows the kind of bump-detail you can achieve.

3:48
Hard to see even at 1080p and full-screen, but the ropes you can see at this point are Tessellated too, to appear like they're really wrap-woven around in a twist rather than the plain cylinders in the untessellated view.

-----


These videos are at least proof that games are now at least capable of being able to use Tessellation to increase the amount of detail at a much lower performance cost than it would to really build models that detailed in the first place. From what I've read OpenGL supports Tessellation but it's turned off by default, you choose the geometry you want tessellated and then you set the degree of tessellation, which points out another thing, Tessellation can be scaled up and down, you can bump it up only one or two degrees if you really wanted to, or put it up really high if you can run it that way.


Also to Rebel, yes, we did have a graphical upgrade with Ultra-mode in Issue 17. Ultra-mode is made mostly, if not completely of new and improved shaders for shadow-casting, water effects and reflections. 'Better things to do' is a poor augment because that just dismisses perhaps any suggestion anybody ever makes in this forum. "Why should they do this when they can do that? Why should they do that when they can do this? I'm not a graphical maniac like some people tend to be, but considering that Tessellation is a geometry SHADER, and we already got some new SHADERS in the last issue, why not discuss if it's a good idea before throwing it in the back-burner, eh?


For those who really are graphical maniacs, maybe they'd want to stick around with the game a little longer if they had some more eyecandy to be amused at. It's not like I'm asking for models to be completely remade, since Tessellation already alters based on the original, with some mapping-work required admittedly. And whatever Paragon Studios can implement at a low-resource cost while getting good results will work in their favour when competitors show up.

EDIT: The second link is just a duplicate and I cannot find the original, sorry for the confusion.
EDITEDIT: Restored the original missing second link



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@Oneirohero

 

Posted

Okay, but see here's the problem. You forgot where he mentioned "Functioning game" As in, game on the market, heck even game in development using these techniques.

Tech demos mean absolutely diddly squat because it does not count for the human element interacting with it. Might as well link Toy Story movies and ask why we can't have such lifelike graphics for MMOs.

Don't mean to sound like a killjoy, but presenting something a bit more valid would help your case. I'm not even going to bring up the question of whether it would even be compatible with the City of Heroes engine at all.

As a side note you just linked the same video twice.

Don't get me wrong, I am an avid RPer and graphics hit right home to me just because beautiful scenery (and likewise grotesque scenery) is a great tool of immersion. I'd just want far more validity as Sam said.


 

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Originally Posted by SenseiBlur View Post
Okay, but see here's the problem. You forgot where he mentioned "Functioning game" As in, game on the market, heck even game in development using these techniques.

Tech demos mean absolutely diddly squat because it does not count for the human element interacting with it. Might as well link Toy Story movies and ask why we can't have such lifelike graphics for MMOs.

Don't mean to sound like a killjoy, but presenting something a bit more valid would help your case. I'm not even going to bring up the question of whether it would even be compatible with the City of Heroes engine at all.

As a side note you just linked the same video twice.

Don't get me wrong, I am an avid RPer and graphics hit right home to me just because beautiful scenery (and likewise grotesque scenery) is a great tool of immersion. I'd just want far more validity as Sam said.
Ah crap, I knew I should have proof-read my thread some more! And I can't even find the link to the second video which totally invalidates the points of my post. Crap.

EDIT: Restored missing link.



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Quote:
Originally Posted by SenseiBlur View Post
Okay, but see here's the problem. You forgot where he mentioned "Functioning game" As in, game on the market, heck even game in development using these techniques.
That's pretty much what I meant. I saw this in a tech demo of the Unreal 3 engine (I think) shown shortly after Unreal Tournament 2003 came out (in 2002 O.o), and it showcased just that technique used to make a high-detail brick wall that was, in fact, just a square flat surface. How many years later when the U3 engine actually came out, it didn't seem to actually have that. Which isn't too dissimilar from what the Source engine boasted about having and completely failed to deliver at Half-Life 2 launch.

I don't know what the technical side of Tesselation involves, but I do know that it feels like too new of a technology to be looking into quite yet. As part of a brand new engine designed for a brand new game, maybe, but when you want to introduce features into an engine that just about rivals that of the original Half-Life, more or less, you need to pick your battles. I'd like to see this in action in a game I can buy and play before I can go ahead and suggest we get it in this one.


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Quote:
Originally Posted by Samuel_Tow View Post
I don't know what the technical side of Tesselation involves, but I do know that it feels like too new of a technology to be looking into quite yet. As part of a brand new engine designed for a brand new game, maybe, but when you want to introduce features into an engine that just about rivals that of the original Half-Life, more or less, you need to pick your battles. I'd like to see this in action in a game I can buy and play before I can go ahead and suggest we get it in this one.
actually, tessellation has been around for years. It is not a new technology, and it is actually extremely mature. Just look up ATi Truform: http://www.xbitlabs.com/articles/vid...deon-8500.html

It just hasn't been used largely due to politics. Up until DirectX 11 / OpenGL 3.2 there was no industry standardized method or implementation of Tessellation. This meant that the developers implementing Tessellation had to use a vendor specific software development kit and make vendor specific API calls.

It also is possible that Tessellation is already in the CoH engine, or at least internal Paragon Studio builds. Some time ago Tele cracked that the dev team was doing things in OpenGL that weren't even supported in some driver sets. The implication is that Tele already had a build of the CoH engine running under OpenGL 4.0 targets.

The reason why the current UltraMode engine does not have Tessellation is that it is built against OpenGL 3.0 targets, and Tessellation is only exposed in OpenGL 3.2 or higher.

Yes, AMD did actually have the same Tessellation setup engine across their entire RadeonHD lineup, and in theory, all RadeonHD cards should be able to leverage Tessellation as exposed in OpenGL 3.2. Nvidia, however, did not. Tessellation, as exposed in OpenGL 3.2, is only available on GTX 400 series graphics cards from Nvidia. So if a future version of the CoH game client exposes OpenGL 3.2 Tessellation, in theory, all RadeonHD users should be able to benefit from it.

In reality, well, I'm not so sure. Tessellation, while making an image look better, is a huge performance hit, and UltraMode settings are stressful enough as is. Cards that can get max on UltraMode settings now might easily be brought to their knees implementing OpenGL 3.2 tessellation.

* * *

bleh. complete and total brain-numb when writing. Truform was ATi's name for their Tessellation engine on the 8500. Smoothvision was the name given to their new Anti-Alaising technique at the time. Shows what I get for grabbing an old 8500 AIW box and glancing at the buzzwords.


 

Posted

Thanks for the extra info on the subject je_saist, I knew nVidia didn't have much to do with Tessellation until recently but didn't quite know how many ATI cards used it. I also didn't know that Ultra-mode was focused on particular OpenGL versions too.

Also, I've managed to recover the missing second video I was trying to link earlier and edited my post as such.



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Originally Posted by Oneirohero View Post
Thanks for the extra info on the subject je_saist, I knew nVidia didn't have much to do with Tessellation until recently but didn't quite know how many ATI cards used it. I also didn't know that Ultra-mode was focused on particular OpenGL versions too.

Also, I've managed to recover the missing second video I was trying to link earlier and edited my post as such.
Actually, Nvidia HAS been active in Tessellation: http://http.developer.nvidia.com/GPU...chapter07.html

They actually have at least one patent on Tessellation technology, and that was from 2003.

Now, I don't know why Nvidia never really pursued Tessellation as a gamer benefit. Nvidia isn't exactly known as a reactive product company. They generally don't wait for a competitor to make a product, then build something to match the competitors product.

Nvidia has never had a problem with simply throwing hardware at a problem until the problem goes away... which actually is one of the sources of their current issues. Nvidia's G80, G90 respins, and Fermi architecture cards are massive monolithic beasts. Given that Nvidia's entire product strategy focused on tossing as much hardware as possible into a chip, and then figuring out at a later date what bits could be cut out to make a cheaper product, one would think they would have been on the Tessellation Freight Train ahead of everybody else.

Again though, Tessellation, at least as it's exposed in OpenGL 3.2, is pretty much too large a performance hit on anything weaker than a RadeonHD 5750. In that light, it is theoretically possible that the older AMD RadeonHD 4850, 4870, 4870x2, and 4890 cards might be able to run OpenGL 3.2 Tessellation fast enough to be usable in a game... I just somewhat doubt it.


 

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When I say "new" technology, I mean in the sense of practical application in the field of game design. I don't know what the reason is that this hasn't been used in games before despite demonstrably having existed for many years, but I interpret that fact to mean that there is A reason. As such, I'd like to see the technology implemented by another retail game first, I'd like to see how it works there, I'd like to see what kind of a performance hit it makes and I want to see how much it actually improves the experience.

After all, volumetric lights have existed as a concept in computer graphics for over ten years, probably much more. However, they were far too processor-intensive to use in real-time 3D, and were therefore restricted to 3D modelling programmes like Max. I'm not sure if they've entered actual gaming these days, but even if they have, they have not been a new technology for a long time, and yet nevertheless were inapplicable in games just the same.

Basically, I want to see the Unreal engine or the Source engine or something use them first.


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Originally Posted by Arcanaville View Post
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Posted

Games with Tessellation Support - Dirt 2 (through update), Alien vs Predator (through update), Metro 2033 (First Game to have it Native), These are just the ones that i have that do have it and run well on my SLI Nvidia 460 GPU's It's nice and although im not really adding anything to this discussion i would like to say i do hope that they do eventually release an official patch that enables it. As for anybody saying NEW most technologies are old idea's that were just shelved and the creators will eventually bring them out....someday.


 

Posted

I'm not necessarily against the idea of this game looking as super-cool as possible using Tessellation or any other bleeding-edge graphics tech. But game development is always a process of compromise and priorities. If our Devs focused on trying to get this game looking as up-to-date as possible they would almost necessarily have to sacrifice in other areas. If I had the choice between this game looking like it was made yesterday with the very latest techniques or a game that looks like it was made a few years ago but had twice as much game content to play with I'd always go for the latter.


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Originally Posted by Lothic View Post
I'm not necessarily against the idea of this game looking as super-cool as possible using Tessellation or any other bleeding-edge graphics tech. But game development is always a process of compromise and priorities. If our Devs focused on trying to get this game looking as up-to-date as possible they would almost necessarily have to sacrifice in other areas. If I had the choice between this game looking like it was made yesterday with the very latest techniques or a game that looks like it was made a few years ago but had twice as much game content to play with I'd always go for the latter.
I think your making an artificial choice. Why must it be either or? Eventually we will need to make the game more visually appealing or run the risk of looking dated in comparison to the competition and lets be honest, game-play doesn't mean squat until you buy the game. Old looking content, even a lot of it, isn't gonna draw in new players, that's why Going Rogue is being used as the front-face for the game.


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Originally Posted by Anti_Proton View Post
I think your making an artificial choice. Why must it be either or? Eventually we will need to make the game more visually appealing or run the risk of looking dated in comparison to the competition and lets be honest, game-play doesn't mean squat until you buy the game. Old looking content, even a lot of it, isn't gonna draw in new players, that's why Going Rogue is being used as the front-face for the game.
I'm suggesting a real life engineering choice. Nothing artificial about it. I've been a software engineer for almost 20 years so I speak with some experience in this area.

Our Devs have already done an admirable job updating this game's graphics with things like Ultra mode, but at best they are just managing to wring every last once of capability out of a graphics system that's already around 10 years old now. Remember not only has the game itself been live for nearly 7 years, but you have to account for the the fact that its based on work that was started several years before that.

Simply put this game will not be around forever, at least in its present form. Eventually it will reach a point where the only serious way it could "compete" with newer games graphically is for it to be essentially redesigned from scratch. The core system will simply become far more difficult to modify/maintain than it would be to just start over. This is why we got an expansion like Going Rogue. It's a compromise between zones with improved visual design and more overall content to play with.

As time goes on I would not expect to get sweeping fundamental graphics changes even if the Devs wanted to give them to us. Basically it'd be like trying to update a Model T Ford to make it equivalent to a 2011 model car built today. Sure you could waste a lot of time and money to mount a fancy custom engine in it and give it a nice modern paint job, but at the end of the day it's still going to be heavily modified 100 year old car. No game company is going to spend the time and money making a hyper-awesome customized Model T Ford when it'll eventually be much cheaper/easier to deal with a brand new car. Like a CoH2 for instance...


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