So here we are in 08 with multicores CPU like Cell, I thought subdiv surfaces for characters would be more widespread. Why is subdivsion surfaces not used at least for cinematic models? What's stopping developers ?
NVIDIA has demonstrated subdivision surfaces on GPU with the Timbury demo in their NVDemo engine. Why are developers not using this? What's the shortcoming of this technique?
In this old 05 thread here, nAo hinted Cell to work well with subdiv, so what's wrong with Cell that hinder the adoption of subdiv surfaces ?
If subdiv isn't possible this gen, what's needed for next gen hardware for the adoption of subdiv? Or are low polygon characters with normal mapping as good as games are going to be?
NVIDIA has demonstrated subdivision surfaces on GPU with the Timbury demo in their NVDemo engine. Why are developers not using this? What's the shortcoming of this technique?
In this old 05 thread here, nAo hinted Cell to work well with subdiv, so what's wrong with Cell that hinder the adoption of subdiv surfaces ?
If subdiv isn't possible this gen, what's needed for next gen hardware for the adoption of subdiv? Or are low polygon characters with normal mapping as good as games are going to be?