» Sat Jun 25, 2011 5:32 am
The reason why POM is still used is because it's more performance efficient than tesselation
PoM only plays with lights and perspective to give you the illusion of height in the texture, however this effect does not make geometry, so around the edges it doesn't look really good
Tesselation takes the texture and makes real geometry out of it, looks better, interacts better with lighting, and even at some point it could even interact with physics
however, tesselation takes up way more resources than PoM if used extesively
in a game you can easily have 20+ PoM textures at the screen at any time as well as they can cover large distances, for instance in Crysis1, there was a giant lake, which was all made out of PoM rocks textures, with minor performance impact
however, if they are all tesselated all the rocks of the lake, they would cause a huge performance impact, since you would need to render over 3000 rocks at any time
my guess is that they're gonna use tesselation for NPC's, Bricks, enemies, while POM will be used for large scale things like dirt, sand, concrete roads,
and by the logic of "i doesn't matter if it takes more resources as long as it looks slighty better" then why not rendering every single brick on a huge building? it would look even better than tesselation