LOD strategy/ design

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0 comments, last by Krohm 8 years, 10 months ago

Hi all,

During studying of Direct3D11, I've learned more about the Tesselation stage (and shaders).

From what I read it can help you with rendering mesh LOD's in various situations.

My question is, how does this affect your (engine's) strategy and approach on mesh LOD's?

- do you still create multiple LOD's of your meshes, store them as separate mesh files and use them (without tesselation shaders)

- can you replace this by using the tesselation stage (shaders)?

PRO's, CONs etc.

Just curious to hear your thoughts.

When I start refatoring my (D3D9) engine to D3D11, I have an opportunity to chose how I'll design and implement this.

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

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My take on it: they change little.

Tessellation is still slower than not doing it and depending on the amplification it can be much, much slower.

So, it is only applicable to improve LOD0 by obtaining a LOD(-1). All other LOD levels are unchanged and pretending to extrapolate LOD0 from (say) LOD2 does not seem to be a sound alternative performance wise as the amount of amplification gets too high.

Previously "Krohm"

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