Now when implementing the "entire" dx11 pipeline and using a hull and domain shader the vertex modulation and multiplication (basically most of the regular stuff you'd do in the vertex shader before) is now being done inside the domain shader instead. Having different material that are either tesselated or not means I can't use the same gbuffer shader.(or rather the same VS) Now if I were to use the entire process of going through the HS, tesselator and DS and basically just output the vertex information unchanged (or set tesselation factor to 1?) to the domain shader and then do the stuff there even for regular non-tesselated materials would this be a performance hog ? Or is the graphics card already doing this in the background when defining no HS, DS or setting them to null ?
Edited by lipsryme, 11 November 2012 - 06:27 AM.






