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#ActualMJP

Posted 19 September 2012 - 02:39 PM

It's complicated, it's performance-heavy, and depending on what you do with it it can have a major impact on the content pipeline. And of course after all of that, only a fraction of your userbase will have hardware that supports it (especially if you factor in consoles). In light of that it shouldn't be that surprising that games aren't bursting with tessellation, and the ones that do use it do it for a subset of assets and/or with techniques that require minimal impact on content authoring (PN triangles and detail displacement mapping for the most part).

#2MJP

Posted 19 September 2012 - 01:33 PM

It's complicated, it's performance-heavy, and depending on what you do with it it can have a major impact on the content pipeline. And of course after all of that, only a fraction of your userbase will have hardware that supports it (especially if you factor in consoles). In that light it shouldn't be that surprising that games are bursting with tessellation, and the ones that do use it do it for a subset of assets and/or with techniques that require minimal impact on content authoring (PN triangles and detail displacement mapping for the most part).

#1MJP

Posted 19 September 2012 - 01:33 PM

It's complicated, it's performance-heavy, and depending on what you do with it it can have a major impact on the content pipeline. And of course after all of that, only a fraction of your userbase will have hardware that supports it (especially if you factor in consoles). In that light it shouldn't be that surprising that games are bursting with tessellation, and the ones that do use it do it for a subset of assets and/or with techniques that require minimal impact on content authoring,

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