[QUOTE="nameless12345"]
[QUOTE="Wasdie"]
Do you really believe that? Are you that thick?
Wasdie
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http://en.wikipedia.org/wiki/TruForm
http://www.youtube.com/watch?v=d8enuguM3lA
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This is basically tessellation and is running on a 2001 graphics card.
"Basically tessellation"
It's a different tech than what is currently implemented. Thus it was more limited. Tessellating an object can be done in many different ways. TruForm was just one way. At the time the advantages weren't that great. It was limited because you had to develop your model with TruForm in mind. Current tessellation methods are much more adaptable than that.Â
Current tessellation methods are adapted onto models much more seamlessly without issues. Developers can choose to use it or not without having to change the basic structure of their model if they wish. TruForm didn't gain industry support because it was limiting and took extra effort, not because Nvidia told Microsoft to not utilize it.
DX needs to be more adaptable, it cannot conform to one companies hardware. So obviously they wouldn't support it until they set some industry standards that cannot be monopolized. Â
They are doing the same with DirectCompute. Nvidia has had GPU processing for a few years now with PhysX but Microsoft held out on support GPGPU operations until DX11 and DirectCompute which isn't hardware specific. Thus any GPU that has the DX11 hardware can do DirectCompute which makes PhysX obsolete.Â
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The basic principle is the same, i.e. polygon subdivides.
Of course the tech has improved and is new fessible due to a high increase in processing power.
But despite this, most modern games still employ parallax (occlusion) mapping for most "bumpy" elements rather than "proper" tessellation.
For example the ground rocks in Arma 3 aren't tessellated and Crysis 2 used it in a "gimmicky" way. (I've even heard there is barely any tessellation in Crysis 3 but that may be just made-up stories, idk)
For a large part, DX11 tessellation is just a hyped marketing thing.
Before we actually see fully tessellated 3D models that give no trace of the typical polygonal "blockyness" it will already pass a lot of time.
And by then we could already be seeing some new graphical techniques. (like ray-traced voxel octrees or similar)
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