A vast portion of all abstract board games. they can justify it on dead space because of the kind of game it is. Tessellation by itself can support a variety of lighting methods. Do you have any idea what this would cost on the bottom line - to give every character in a game a full underlying skeleton, the art effort and QA needed, the additional development to fine tune where/why it happens it's a fucking phenomenal amount of work. That is, rendering the 2 million triangles with the tessellation unit and treating every triangle as a separate patch primitive with a tessellation factor of 1 is 5. However, enabling hardware tessellation without further tessellation of input patches is ineffective. The new hardware tessellation feature available on Direct3D 11 video cards has great potential, but using it effectively currently requires understanding higher-order surfaces as well as a myriad of performance implications. In the field of computer graphics, tessellation techniques are often used to divide a surface into a set of polygons. A tessellation is a repeating pattern of regular geometric shapes (called tiles) covering a flat surface or plane. I dont think every game can justify the manpower. tessellation takes only 0.25 ms i.e., more efcient by a fac-tor of 6.
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