TeraScale includes multiple units capable of carrying out tessellation. These are similar to the programmable units of the Xenos GPU which is used in the Xbox 360.
Tessellation was officially specified in the major APIs starting with DirectX 11 and OpenGL 4.0. TeraScale 1 based GPUs (HD 2000, 3000 and 4000 series) are only conformant to Direct3D 10 and OpenGL 3.3 and implements therefore a different tessellation principle which uses vendor specific API extensions. The TeraScale 2 based GPUs (starting with the Radeon HD 5000 series) were the first to conform with both Direct3D 11 and OpenGL 4.0 tesselation techniques. Although the TeraScale 1 tessellator is simpler in design, it is described by AMD as a subset of the later tesselation standard.
The TeraScale tessellator units allow the developers to take a simple polygon mesh and subdivide it using a curved surface evaluation function. There are different tessellation forms, such as Bézier surfaces with N-patches, B-splines and NURBS, and also some subdivision techniques of the surface, which usually includes displacement mapping some kind of texture. Essentially, this allows a simple, low-polygon model to be increased dramatically in polygon density in real-time with very small impact on the performance. Scott Wasson of Tech Report noted during an AMD demo that the resulting model was so dense with millions of polygons that it appeared to be solid.
The TeraScale tessellator is reminiscent of ATI TruForm, the brand name of an early hardware tessellation unit used initially in the Radeon 8500.
ATI TruForm received little attention from software developers. A few games (such as Madden NFL 2004, Serious Sam, Unreal Tournament 2003 and 2004, and unofficially Morrowind), had the support for ATI's tesselation technology included. Such a slow adaptation has to do with the fact that it was not a feature shared with NVIDIA GPUs, since those had implemented a competing tessellation solution using Quintic-RT patches which achieved even less support from the major game developers. Since the Xbox 360's GPU is based on the ATI's architecture, Microsoft saw the hardware-accelerated surface tessellation as a major GPU feature. A couple of years later the tesselation feature became mandatory with the release of the DirectX 11 in 2009.
While the tessellation principle introduced with TeraScale was not part of the OpenGL 3.3 or Direct3D 10.0 requirements, and competitors such as the GeForce 8 series lacked similar hardware, Microsoft added the tessellation feature as part of their DirectX 10.1 future plans. Finally, Microsoft introduced tessellation as a required capability not with DirectX 10.1 but DirectX 11.