Quote:
Originally Posted by Buchon
I wonder how they will going to calculate collisions or animations with that amount of points.
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Well even CloD needs separate damage maps but I'm thinking that simplified underlying polygon structures will do for collisions considering all the extra GPU headroom.
Without ray-tracing I can see difficulties with proper shadows and other visual shader effects but there is currently so much waste with having to calculate hidden polygons and overdraw despite some things they are doing with occlusion and tessellation.