Heliocon |
01-27-2011 06:38 PM |
Quote:
Originally Posted by The Kraken
(Post 217526)
Well it's a bit more than that and includes some promising concepts (unlike DX10 which was pretty much a dead end), but currently it's still a niche technology that has to mature - not much sense in wasting development resources on that if there are better things to do that everyone profits from.
Tesselation in particular is more of a buzzword than a useful technology at the moment. Too much effort required on the modellers' part for anything but trivial cases (where displacement or even bump maps work nearly equally well), and too slow to provide any performance improvements over established technologies.
As with previously advertised so-called "break-through" technologies (e.g. texture filtering, hardware T&L, antialiasing) it may eventually turn out to be fundamental on the 2nd or 3rd generation of cards that support it. However given that most games these days are ported from consoles, where this obviously isn't available, it's unlikely that we'll see widespread use for this in the game industry beyond some smaller cosmetic improvements to surfaces.
|
Wrong.
1. Tesselation requires relativly little modeling work for the level of detail it gives, thats why its great.
2. Tesselation is dynamic which means it wont render geometry you cant see because of distance, in dx10 you would have to render it, or switch out models are distance. Either option is more work and worse performance.
Napoleon total war was capped to about 12k max soldiers on the battlefield before the engine started to "break down" on even the best pc's. They had to use sprites to reduce the gpu load at a distance.
Shogun 2 total war will have a cap of over 57k soldiers on the field, running DX11, soldiers will be tesselated and not use sprites. Its system requirments are also very similar/the same as NTW, just the gpu is 1 gen up. ie dx11=better performance.
|