its possible with tessellation. on average 32 pixels cover a triangle and thats where evergreen runs most efficiently. if its less than that then you cant use the shading power of the gpu. at the lower res with tessellation a triangle might cover <10 pixels which kills performance. if we double the res we can increase the amount of work the pixel shaders can do instead of bogging the gpu down with culling/setting up triangles and whatnot. this is why the 480 has less advantage over 5870 at higher resolutions. that my theory at least. the data doesnt lie.




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