Quote:
Originally Posted by Blackdog_kt
Exactly.
Also, correct me if i'm wrong but isn't DX11 mostly about tesselation?
I'm not an expert on graphics, but from reading that nVidia article a while back it seems that tesselation is mainly a technique used to add bumps and a relief structure to 2d items, in order to make them 3d without having to manually specify each and every curvature point/height data/etc. It seems like it's an algorithm that combines a couple of 2d sources to produce a 3d item on its own, on the fly. The advantage seems to be that it saves you some workload since it goes about it automatically, the disadvantage seems to be that you don't have as much control over how the surfaces are created, is that a good approximation?
Well, if that's the case then i really fail to see the use for it when the aim is to produce painstakingly accurate reproductions of military hardware when their silhouette will be closely scrutinized by hordes of rivet counters
I wouldn't want to fly a 109 and have it create overdone bumps and whatnot on the metal fuselage skin that were different each time, plus that Spitfire screenshot we saw at one point (at high detail with AA/AF enabled) showed that "wrinkles" in the aircraft skin were already reproduced just fine with other techniques (like bump mapping).
In fact, i vaguely remember them stating this was their exact reasoning for not including it...it would destroy the accuracy of their 3d models and would need a complete rework of all models from the ground up to be of any real use.
I think it would be useful to add a true 3d feel to things like gravel surfaces on railroad embankments, masonry and stonework on buildings or maybe waves in the channel, but as for the actual units the needed workload is off the charts and would cause further delays, so i don't really mind them not including it at this point.
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http://store.steampowered.com/hwsurvey
Number will go up, as of now Win 7 64bit is the MOST popular OS system in use from the steam survey. Also Microsoft had record win7 sales. DX11 will go prime time in 2011, this is a huge mistake on the part of COD devs to not have dx11 and will come back to bite them.
Btw tesselation - it can be used on terrain for example which will greatly reduce gpu loads but give rolling hills, it can be used on buildings. Even without tessalation, the better shader pipeline and multicore support is worth it. DX10/9 doesnt work very well with multi threaded cores....
edit: The water in the channel would be DX11 Direct Compute, not tesselation. Also tesselation can be scaled and tailored so you can customise it easily. But yes the concept is correct, but it does more in that it adds far more detail to a model than a artist could do by hand in maya etc. Also it "scales" the detail as you get closer. Also DX11 brings advanced particle physics for smoke, clouds etc by using direct compute.