So, the default triangle size for the tessellated meshes is 8 pixels in CE3. Isn't that actually the optimal value that fits Nvidia's primitive setup in Fermi and Kepler?
Well, the car deformation in Criterion's Burnout Paradise (which was first unveiled in 2007) still looks more spectacular IMO. Developers are just lazy IMO... Criterion's follow up game (NFS:HP)sadly didn't even feature the same physics based deformation car chassis of Paradise (but had a vastly improved redering engine which still makes NFS:HP the best looking commercially available racing game when SSAA is forced..).
Shows stuff like pixel-accurate displacement mapping, dynamic caustics, area lights, volume fog shadows, vegetation painting on brushes and vegetation bending.
I, too, hope this it the direction that Nvidia is going. If so, I may not feel bad if I choose to buy Nvidia hardware in the future now that I am no longer actively boycotting them (for personal reasons).
In which case booo. I honestly can't remember if I was able to enable that or not when I used to play Eve Online, or was it an automatic type of thing?