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and if anyone actually paid attention to the Heaven bench Tessellation can actually provide that right now just do to consoles and limited high end gpus in the PC segment we all get to wait fact is Tessellation can be applied to entire scenes and with proper methods would eliminate the Level Of Detail changes we notice in games now. But with anything in the Tech world it takes time to advance and right now this is way to far out there to be viable any time soon.
Simple fact is we dont need to have tesselation applied like Nvidia is push or AMD fact is
every time tesselation is applied geometry increases 4x so 1mill polygons becomes 4mill 4mill = 16mill so on and so on image if you scale those tessellation lvls to distances from a character in a game but better yet things like buildings dont really need tesselation sure bricks might look nice but if your against the wall and can see the change dynamic tessellation can fix that. It all comes down to how tech is applied the detail you want to see is already available sadly like most of us here you have to wait for the rest of the world to catch up. This Point Cloud data is grasping at straws when its not really needed
examples most game texture files work with mip maps to conserve space at greater distances.
the same applies to normal and bump maps color maps tessellation can be done the same way it just hasnt
Good Example is below it could be applied that when say in Oblivion you talk to a person and there face is close up you get detail lvl 3 but say your a few feet away you get lvl 2 as you get further away it drops down to the next lvl so on and so on we dont really need Point Cloud Data to get the unlimited detail tech. Its already at your finger tips were limited in other ways then how many polygons a gpu can render etc etc
Dont get me wrong im all for new tech just not stuff thats not viable for the purpose your trying to apply it to
http://www.xbitlabs.com/articles/video/display/hardware-tesselation_3.html
an example below from the Link i posted above that change in poly count has only 1 fps penalty on a GTX 480 the big issue is there still using normal maps instead of a displacement map
normal = faked it gives the illusion that something is more then it is aka bricks in a wall wrinkles in skin etc
displacement = real it displaces the geometry the more polygons there are the better the displacment
examples of displacment used in games = Uncharted 2 they use animated displacment maps to make believeable wrinkles in Drakes forehead as he talks or reacts etc etc this on old 7800 series hardware![Roll :roll: :roll:](https://tpucdn.com/forums/data/assets/smilies/roll-v1.gif)
As i said that which is you want is already available your just stuck waiting for the 95% of the rest of the world that arent up to speed yet or have the hardware capable of it
Simple fact is we dont need to have tesselation applied like Nvidia is push or AMD fact is
every time tesselation is applied geometry increases 4x so 1mill polygons becomes 4mill 4mill = 16mill so on and so on image if you scale those tessellation lvls to distances from a character in a game but better yet things like buildings dont really need tesselation sure bricks might look nice but if your against the wall and can see the change dynamic tessellation can fix that. It all comes down to how tech is applied the detail you want to see is already available sadly like most of us here you have to wait for the rest of the world to catch up. This Point Cloud data is grasping at straws when its not really needed
examples most game texture files work with mip maps to conserve space at greater distances.
the same applies to normal and bump maps color maps tessellation can be done the same way it just hasnt
Good Example is below it could be applied that when say in Oblivion you talk to a person and there face is close up you get detail lvl 3 but say your a few feet away you get lvl 2 as you get further away it drops down to the next lvl so on and so on we dont really need Point Cloud Data to get the unlimited detail tech. Its already at your finger tips were limited in other ways then how many polygons a gpu can render etc etc
Dont get me wrong im all for new tech just not stuff thats not viable for the purpose your trying to apply it to
http://www.xbitlabs.com/articles/video/display/hardware-tesselation_3.html
an example below from the Link i posted above that change in poly count has only 1 fps penalty on a GTX 480 the big issue is there still using normal maps instead of a displacement map
normal = faked it gives the illusion that something is more then it is aka bricks in a wall wrinkles in skin etc
displacement = real it displaces the geometry the more polygons there are the better the displacment
examples of displacment used in games = Uncharted 2 they use animated displacment maps to make believeable wrinkles in Drakes forehead as he talks or reacts etc etc this on old 7800 series hardware
![Roll :roll: :roll:](https://tpucdn.com/forums/data/assets/smilies/roll-v1.gif)
As i said that which is you want is already available your just stuck waiting for the 95% of the rest of the world that arent up to speed yet or have the hardware capable of it
![](/forums/proxy.php?image=http%3A%2F%2Fwww.xbitlabs.com%2Fimages%2Fvideo%2Fhardware-tesselation%2FAvP%2FAvP_Tess_Off.jpg&hash=3ccc6e232d067c61ae39be7c07090db1)
![](/forums/proxy.php?image=http%3A%2F%2Fwww.xbitlabs.com%2Fimages%2Fvideo%2Fhardware-tesselation%2FAvP%2FAvP_Tess_On.jpg&hash=66adbdc25ff348feea058b9dbac5ae3c)
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