Does the use of displacement mapping does need any more work from devs in a artistc side, or they simple do a 3k poligons model and after DM it looks like a high poligon model
, or if it does more work is significantly more
IF they dont need (significantly) more work I can really see Nintendo pushing this a far as they can, once that it would keep game production costs down and reduce even more (no HD) the need for much and fast memory (?and it also give much less work to the CPU?), plus is just my impression or Nintendo (they do have the patents and already implemented in GC) and ATI also like this they have some close solutions (or at least they look soo) like TrueForm and Xenus with their
shader array and tessellation unit , would make a great LOD system and even make much more reasonable why Rev dev kits are basead on GC ones (they also said that some of the main features of flipper would be improved and then appear in Hollywood and ?also share to some extent the same API? after all the tools are more or less the sames as they said right?), if it does the above (firsts lines)I will change my mind about Rev HW devolopment at all.
Edit: I meant I could see they using a powerfull and easy HW solution for DM (if they can do it) also it would explain the comments about a diferent form of rendering on the "
official blog" (if we asume it as true) as well some interpretations on why call the GPU hollywood (as sugested in the blog) that in H. there are simple things that look complex and life like, like in the movies. Indeed this is very interesting.