tesselation
Just a question about tesselation to clear things out.
As GF100 should be heavy tesselation oriented. The main advatage of teselation is that it can increase geometry complexity (and controling it) without taking place and bandwith from offchip memory. So the final result should be near same as u would put a real 1M poly model in the scene but with all its cons too.
The domain shader calculates the final vertex positions and its passing it to geometry shader.
And now here comes my question
The whole thing behind geometry is solved now but doesnt this thing increase heavyli shading/lightning that depends on the new geometry ? Or things like multisampling on the new finer edges ?
Without deffered rendering too many lights on heavy tesselated scene and u are done not ?
So the question is : could tesselation be limited more by raw shader troughput with advanced real time lightning,shadows (and other efects that need the new geometry) than setup rate (i mean realy heavy tesselation like in heaven engine)
Just a question about tesselation to clear things out.
As GF100 should be heavy tesselation oriented. The main advatage of teselation is that it can increase geometry complexity (and controling it) without taking place and bandwith from offchip memory. So the final result should be near same as u would put a real 1M poly model in the scene but with all its cons too.
The domain shader calculates the final vertex positions and its passing it to geometry shader.
And now here comes my question
The whole thing behind geometry is solved now but doesnt this thing increase heavyli shading/lightning that depends on the new geometry ? Or things like multisampling on the new finer edges ?
Without deffered rendering too many lights on heavy tesselated scene and u are done not ?
So the question is : could tesselation be limited more by raw shader troughput with advanced real time lightning,shadows (and other efects that need the new geometry) than setup rate (i mean realy heavy tesselation like in heaven engine)