» Sat Mar 12, 2011 11:05 pm
Any 3D artist can tell you, tesselation is just an option that artists use to divide a triangle into 3 more triangles. It looks like ass on everything because it stretches textures and can sometimes ruin the UVW mapping of one. It doesn't on Nvidia's benchmarking tool because they designed it to do that so they could sell their product. Technically, all models have been under "tesselation" somehow, its called a smoothing tool in 3DS Max with a line of features that doesn't make things look like ass like the tesselation through DX11. If artists wanted, they could technically just hit the smoothing tool in 3DS Max when designing the model, but theres a reason why they don't, its because Poly counts aren't what make things look pretty, and costs more hardware wise.
The reason why Crysis looks better than something, like say Metro 2033 is because of the shader engine, not because of DX11 poly counts, not because of high-resolution textures. Shaders.
You are all graphical noobs, the reason why DX11 can be a big deal is because of shader advances, not because of higher poly counts and higher-res textures. Get the **** off the PC because you dont know what you're talking about.
Isn't it so that tesselation allows for a variable poly count in the sense that when you move closer to an object the geometry of it can be increased? So that increased geometry / high poly counts aren't as resource intensive anymore? I can understand textures have to be adapted for that, which could be a lot of work. But ultimately it would make things look better than some of the displacement mapping options right? As for the latter, if they won't give us tesselation I would really like to see POM return. And DX9 or DX11 I don't care but some higher res textures would be nice. As for shaders, do you have an example of the advances DX11 can bring?