You May Have Noticed a toggle in Few Games and Benchmarks that looks like This or this Labelled
Tessellation What does it Mean and will it Crush your Framerate This is Minute signs
so you Can Think of Tessellation as the literal Division of Polygons That Comprise
Objects That We See in Games and other special effects the more Divided the surface is the more Detailed and Accurate
Quote-Unquote The Surface will Be Depicted in Game if an Object is Graphically Depicted Via several
Triangles Then Cutting each Triangle in Half Essentially doubles the Tessellation Factor but This alone I Should Clarify
Really Changes Nothing Just Because you
Add
More Polygons To an Object that does not Mean that it's going to Look Any more Dynamic in fact if you
Don't do Anything but Tessellate an Object
You're Just Adding more Work for the Gpu
Doubling The Number of Shapes Changes Nothing if Half The Shapes are Physically Unaltered from the original ones This 2D
Representation Explains it A bit Better Just Picture it on A 3d Scale so the backdoor Process often Paired With Tessellation Called
Displacement Mapping Shifts and Angles These Newly Created Shapes
Nvidia Describes it as a texture That Stores height Information an Image that Would Otherwise Look either Blocky Without Tessellation or
Unrealistically Smooth With Tessellation but Without Displacement Mapping now Looks
Well Accurate Typically A Tessellation Toggle Includes A
Degree of This Displacement Built-in you See back in the day Traditional Texture Mapping Involved A
Degree of Occlusion Explained in This Video Right Here
Also women in Science Video in A nutshell
Certain Pixels Are Shaded in An attempt to fool the viewer Into Thinking that the Shape is more Dynamic than it actually is it Adds
A Degree of Artificial Depth if You will this Middle Image of Shape is consistent with the original one on the Left but
Incorporated Shadows Foster the Illusion of
Depth so it looks Like it's Rough but it's Actually Just as Smooth as the one to the Left now the image on the right
Utilizes Displacement Mapping Which Obviously Yields an
Accurate Shape Regardless of The Viewing Angle Simply put Tessellation Without Displacement Mapping Would not Change Anything about the Object and
Displacement Mapping Without Tessellation Would Make the Object Look extremely Blocky so both are needed to A
Degree Three Four Games to Look real in Some Cases like GTa 5
Polygons Are Already
Incorporating Large degrees of Detail so Increasing Tessellation Changes next to Nothing in fact you'd be Hard-Pressed in This Comparison to tell Which is which
This is what Tessellation Maxed out and This Is what it turned off The Framerate Delta Is also relatively minuscule other Scenarios However
Including The Heaven Benchmark from Unigine Offers Stark Tessellation Contrast Between Maxed and Off Presets Check out These Stairs I think
They're Just Smooth Ramps now not even Stairs Anymore the Dragon
Also Looks Completely
Different so Depending on how the Game is developed Tessellation may be one of the things you Can Manipulate to Drastically Impact its Look and
Feel Most of the Time Maxing it out won't hurt Much but Running a framerate
Comparison Like Either of These might Shed A bit more Insight Into Gpu
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