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#451
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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. |
#452
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Originally Posted by philip.ed
![]() Just a bit of sarcasm. .... But no, I did not fight in the war but then I would never attempt to justifiy that I did. ![]() Quote:
I think that Phil is being sincere here, and wishes he gave some thought before making the post...when he first made the remark, I pictured him riding a tank with a general's rank, while the bliz...well, you know the rest ![]()
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 |
#453
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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. |
#454
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#455
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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. |
#456
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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. ![]() |
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re: tesselation;
Personally, I find the difference to be quite impressive. But there are 2 concerns I have: 1- the fps hit. If anyone has a DX11 capable card and a copy of the [-game-] [edit: Heaven benchmark] tesselation was demonstrated in, it would be interesting to know what impact the extra workload on the vid card caused (obviously while being played, not while taking still screenies). 2- can tesselation capability be easily laid over existing 3D models or does it require a complete rebuild? C_G Last edited by C_G; 11-01-2010 at 03:55 PM. |
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#459
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#460
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Can you proof it?
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