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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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![]() The thing is, however, that this is hardly of any use in flightsim (appart from the cockpit model and water visual effects), since from the distance, a player usually see other objects in-game, the normal map works as good, as this feature. PS On a second thought, this feature also can be used for finer ground surface generation, where even a small bumps can be modeled. Last edited by SaQSoN; 11-01-2010 at 12:47 PM. |
#2
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I hope professional 3D people will be able to enlighten us sooner or later ![]() |
#3
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Yes, I was also thinking of the railways...beaches (stones...rocks), cliffs. Even façades of bigger object buildings. ![]()
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All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. Last edited by major_setback; 11-01-2010 at 02:49 PM. |
#4
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S!
Tessellation is good for FPS games IMHO. Look at Metro 2033 and with high tessellation aka all DirectX 11 gimmicks on it brings to it's knees ANY of the new graphics cards. Really would you see from your 300mph+ speeding Spitfire or Hurricane cockpit if the stones of the railway would be bumped or not? I really think tessellation could be dropped out of a flight sim that taxes the system hard enough without any more gimmicks to strain it even more. Sure, if an option for the screenie guys then sure, go for it. But if had to choose with it on at a 200+ plane engagement with decent FPS or horrbile FPS..no thanks. Just my .2cents. |
#5
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If it (or other techniques) can be used to make craters etc. without having polygon models then you might be getting performance benefit from it. Anyway, I don't intend to start and finish missions in the air. There will be more to look at than sky.
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All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. |
#6
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![]() This technology makes modeling easier, but it does not unload the GPU. On contrary, it loads it more. However, the modern (read, DX11 - compatible) GPUs can "chew" a lot more polygons, then the older ones, hence, allowing use of this technology without the significant performance drop. PS Bomb craters are already 3D. ![]() |
#7
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#8
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+1
Seems most people think tessellation wont effect fps or very little if so, compared to todays way of doing it. It just takes some rational thinking to understand what tessellation in a game like SoW would do to framerates. Its not like they replace todays way with a more effective method, they are ADDING better graphics. More effective yes, but still MORE of it (hope u understand what i mean) OMG my gpu just died would proppably fit in nicely if used in SoW for ex. Hopefully in a couple of years? Last edited by Baron; 11-01-2010 at 03:38 PM. |
#9
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#10
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This is exactly, how it works in the DX11, fully automatically. Basically, this feature replaces normal mapping feature. the later one is kind of "fake" 3D, which uses lighting effects to simulate small details. On the screenshot with the steam engine you can see "3D" rivetts, done with normal mapping. However, they only look 3D, while actually being flat.
Now, should the game support DX11 tesselation, at a certain distance (usually very close), the rivetts would become real 3D, in the following way: the polygon, this rivetts are painted on, would be tesselated into a HUGE number of a smaller polygons, which will be then displaced, using the same normal map as a displace map and form real 3D objects. Quote:
As I said above, you would see distictive difference between displacement map and normal map only very close to the object. In a flight sim player very rarely sees objects that close (except cockpit, offcourse). Quote:
So, generally speaking, if someday Oleg's programmers will decide to include support of this technology into the game, his models will work well with it without any change. |
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