elimc said:
Is it as easy to implement as n-patches were? Basically, will we see displacement mapping supported in video cards anytime soon?
In theory: yes.
It's just a texture map placed on the surface with usual mapping.
Turning on is just a matter of flipping a few render-states.
In practice: no.
DM (in Matrox implementation at least) does not calculate new vertex normals. Since the surface is distorted it needs new normals for proper lighting. The only way out is using normal-maps and per-pixel lighting.
That is a pretty big and complicated change!
The first game that will use per-pixel lighting is Doom3. (At least that I know of.)
Doom3 on the other hand has a problem with
any geometry distortion computed on the video card. The engine uses shadow volumes, which have to be calculated from the
final geometry. Since cards cannot return the computed geometry, it have to be calculated on the CPU to be usable for shadow volume calculation. This problem exist in skeletal animation, N-patches, DM, etc. This means the Doom3 skeletal animations will have to be computed by the CPU, regardless of the fact that VS can do it...
The situation will only change if some videocard will support
hardware-shadow-volume-generation.
DM can still be used in games that doesn't use shadow volumes. Hardware shadow buffering or other simple texture based shadow algorithms can be used with geometry distorting techniques.
The other problem is the amount of work the artist has to put in to support DM. I won't go into detail just now, maybe someone can explain it better than me.