Quote:
Originally Posted by Richie
Directx11 explained well here.
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Now that I've checked out Chias's post I'm glad it's been delayed and it's a Dx11 game
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Well, from that video (the bit about the cobblestones)
Parallax Occlusion Mapping seems something to look out for! Looks 3D - but is easy on computer resources.
http://en.wikipedia.org/wiki/Parallax_occlusion_mapping
"Parallax occlusion mapping (POM) is an enhancement of the parallax mapping technique. Parallax occlusion mapping is used to procedurally create 3D definition in textured surfaces, using a displacement map (similar to a topography map) instead of through the generation of new geometry. This allows developers of 3D rendering applications to add 3D complexity in textures, which correctly change relative to perspective and with self occlusion in real time (Self-shadowing is additionally possible), without sacrificing the processor cycles required to create the same effect with geometry calculations."
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