Quote:
Originally Posted by Hecke
One thing that popped to my mind when watching the spitfire flying over the city were the in-popping trees and their ruggedly change of LOD.
What about using tesselation instead of different LOD here to make them change their detail smoothly.
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Tesselation isn't panacea. In case of trees and engine Speed Tree it isn't possible to use on LODs in principle.
Also that to use tesselation, that can be used in limited amount of object types we need to add to each model of such object special areas where this feature has right to work.
Say on the window of the house. Say for the wheels of the aircraft or for the spherical surface of bomb.
This means in my team probably a year of work in additional.
Tesseleation its not a function that you simply can turn On if you have DX11 and proper card. This means that should be great work in plan a year or greater ago....
This method is young enough, but that to use it for some areas of obects in the complete game the developer need some great enough time... and as more complex and more greater amount of the objects - more greater time it need for implementation and tests... and I don't tell about possible great bugs in visuals using this method.
Lets say if it will be a standard for some 5-10 years and will not change in future like many others in the past, then it is useful. I can't say at the moment right thing about the life of this method on the market. We plan the game not only for DX11.... but also the game life after DX11.... that to do not rework anything from old
And in this case the good hard manual development of excellent precise models is a guarantie for a long life title.
I may say that probably in future we will use this method for the objects like humans and wheels. But probably not in release.