Btw I consider tesselation a novelty feature.
Tessellation has a lot of potential beyond the "hey, now I have a brick wall with a displacement map and 1m triangles!" stuff. If we use it right we should be able to be smarter about where we use our triangles, and end up with better quality without dramatically increasing the overall triangle count. There's also potential to be way more efficient with regards to memory and bandwidth for complex meshes.
That doesn't really make sense. If you opt not to use tessalation and instead render those millions of polys brute force you are going to have less processing power for everything else. What's the point? Just learn how to use tessalation.But seriously, how long until more powerful hardware renders it moot anyways.
That doesn't really make sense. If you opt not to use tessalation and instead render those millions of polys brute force you are going to have less processing power for everything else. What's the point? Just learn how to use tessalation.
Well if you don't tessalate, what are you going to displace?
Tessellation is capable of so much more than just rounding off boxy edges and making brick walls look pretty. That being said, I think we won't see the true benefits of tessellation until games are made that assume tessellation is a baseline feature. Of course on PC it would be suicidal to only support DX11 hardware, so we'll have to wait for the next gen consoles before tessellation really takes off.
My concern with it is that currently it seems like:
1) An efficient implementation lacks fidelity (sliding verts, warped artifact-ey textures)
2) A proper implementation either lacks performance (using fragment shaders to police the tessellation induced distortion is slow) or flexibility (basically, you're just hand coding an overly complicated lod system that can't be hand-tweaked), or both.
I also think it's possible to develop a tessellation solution that suffers from all of these flaws simultaneously.
I'm hoping people come up with good ways to use it, in theory it sounds fantastic (and it is good for water ). But seriously, how long until more powerful hardware renders it moot anyways. Pun intended.
Obviously there are issues to work around, but there's no reason to think that they're insurmountable. A lot of the issues are really just on the content side of thing...you're obviously not going to get great results unless assets are authored specifically for whatever tessellation-based methods they'll used at runtime. But that's the same for just about any other graphical technique you can think of.
If you're going to wait around for more powerful hardware to solve your geometric quality issues, I think you're going to be waiting around for a long time. Bandwidth on GPU's is not scaling up at nearly the rate ALU is, which means if you're going to just keep scaling up the number of verts it's going to become more and more inefficient. It makes no sense to store 500k vertices when most of them can be generated from higher order surfaces, or can be derived from compressed, mipmapped data in a displacement map.