However, it's been mentioned that the TAAU pass does have issues with lesser quality settings, where the space > time quality tradeoff does not align with the amount of motion blurring that's produced. This is most noticeable for the CM frames: Please take note that this is only a theory at the moment. Therefore, the developer community should not be relying completely on it for the best game experience possible.
Like TAAU, The Ellipse passing technique works by warping and flipping the video frames from GPU memory to CPU memory. However, the Ellipse pass should not be relied on since we have no way of testing it today. Empirically, show FPS and assets will still be limited by hardware capabilities, so this technique may not give better results than simply rendering a higher resolution image total.
Tessellation is an expensive technique that enables the GPUs to have better control over the assigned polygons pushing more complex shading and, maybe, more detail to the output than it would have if the GPU were merely executing geometry commands.
Keep in mind that because the tessellation passes are done in-rendered the game, the GPU is touching more data than what might run on a workstation: Tessellation data can't be shared between tessellation shaders, vertices, and texture data.
Apart from rendering less polygons, the use of tessellation also relaxes the GPU's bandwidth and memory demands, allowing the tessellation to be used across tessellation levels with no increase in bandwidth.
Tessellation is not without its problems. It can lead to some very beautiful, but complex, looking effects, but it can also lead to performance issues, as well as some visual oddities. So if you're okay with its use, we recommend giving it a try. However, tessellation also should not be relied on for the best game experience possible. d2c66b5586