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Is it viable for tessellation to be implemented in Skyrim? - Page 2

post #11 of 19
It's 100% dx9 unfortunately... Main audience was console gamers -.-

I think it's really sad that bethesda has to WAIT for us to complain about things that obviously need to be fixed on the PC version. Why not make the PC version first and then dumb it down rather than create a dumbed down version for everyone? O.o
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post #12 of 19
Quote:
Originally Posted by Doodlebro View Post

It's 100% dx9 unfortunately... Main audience was console gamers -.-
I think it's really sad that bethesda has to WAIT for us to complain about things that obviously need to be fixed on the PC version. Why not make the PC version first and then dumb it down rather than create a dumbed down version for everyone? O.o

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post #13 of 19
Ahh found it! Its called Parallax Occlusion Mapping. Heres a vid showing it in action - http://www.youtube.com/watch?v=kKHbtxmybmc
     
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post #14 of 19
Thread Starter 
Soooo...

Quote:
"Basically, it's mostly a DX9 game in terms of [how the] shaders work," Todd told AusGamers. "When it comes to DX11 there are things they give us for free in terms of performance gains, and that's really what I meant.

"So we get performance gains out of it, versus an older version, and there are specifics that DX11 does like tessellation and that kind of stuff; we aren't taking advantage of that right now. But that doesn't mean we won't in the future, we just aren't right now."
- Todd Howard

http://www.ausgamers.com/news/read/3049109
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post #15 of 19
Thread Starter 
Oblivion had a parallax mapping shader.

pcgh01.jpg
oblivion200706221416585tc8.jpg
Edited by SomeRandomDude - 12/7/11 at 3:44pm
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post #16 of 19
See so no tessellation needed and no dx11 needed just some mod authors and a little time.
     
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post #17 of 19
Thread Starter 
Quote:
Originally Posted by dekciW View Post

See so no tessellation needed and no dx11 needed just some mod authors and a little time.

Well yeah, but it's an illusion of geometry instead of, you know, actual extra geometry. Too bad we have neither.
Also, tessellation is easier on the artist and saves a whole lot of bandwith. All you need is a mesh and a displacement map, heck, if anything it should make adding detail much more efficient.
Edited by SomeRandomDude - 12/7/11 at 4:12pm
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post #18 of 19
Quote:
375
how is this NOT tesselation?


edit:
oh it's just an illusion of extra geometry. if this method does not take much performance hit then everyone should do it like this. looks the same to me
Edited by jprovido - 12/7/11 at 4:18pm
post #19 of 19
I feel yea the only problem is that for every area you see with a texture in order for tessellation to work each object will need its own model so essentially the entire world would need to be recreated and most likely re navmeshed and the collision re mapped seeing as the shape of things would change. So instead of using the same wall geometry for multiple textures (i.e. brick wall, stone wall, wood, ect) You'd need a different mesh for each wall/floor/ect type, then that mesh would need to be UV mapped and then textured, and the time it would take to do all that would be very long indeed, and not very economic considering PC's are the only ones capable of actually harnessing it. PC gamers are currently the lowest on the totem pole when it comes to being considered in game making because of piracy and the popularity of consoles.

*EDIT* I also forgot it would have to be made seamless as well so it can be snapped together in the world editor without having any seams or mismatching geometry such as 2 walls that don't line up or overlap incorrectly ect. Hope I explained that correctly.
Edited by dekciW - 12/7/11 at 4:24pm
     
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