Quote:
Originally Posted by Heliocon
Oleg can make beutiful and high polygon count models of aircraft, smoot rounded hulls and all. Without tessalation or distance mapping the aircraft is renderd in all its full glory even at 10 miles away where you can even make out what type of plane it is.
|
It is not, that's what standard LOD techniques are for which switch to lower polygon models depending on distance. Unlike tessellated models they can also use GPU features for rapidly processing duplicate geometry parts which further increases performance.
Add the huge overhead of creating dedicated DX11 models for the developers which would only be useful for a small audience and it doesn't look like a good approach anymore. There's a reason why outside of graphics demos, tesselation is restricted to spicing up generic surfaces so far.
Like all new GPU features before it will take a few years and 1-2 GPU generations before this will see widespread use, especially with consoles out of the equation.
Besides the main issue with hundreds of planes is not the rendering, but AI & FM calculations. Optimizing this area would be more important than exploring new graphics technologies that so far only few people can use.