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What's the difference between tessalation just rendering more polygons?

post #1 of 4
Thread Starter 
Obviously, tessalation is one of the key features in DirectX 11, and it's quite a nice one indeed, allowing incredible amounts of detail and depth and what not, but I'm kind of confused about what actually makes it different from normal polygons. Since it's rending actual 3D geometry, wouldn't that be identical to rendering higher-polygon models and objects?
post #2 of 4
Tessellation is just rendering more triangles on a surface.
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post #3 of 4
Thread Starter 
Quote:
Originally Posted by andrewmchugh View Post

Tessellation is just rendering more triangles on a surface.

Yeah, but isn't rendering more triangles on a surface the same as just rendering more polygons in general? How is tessellation more efficient?
post #4 of 4
Tesselation isn't actually new. If I remember correct ATi cards supported hardware tesselation up till the Radeon HD2000 series then it was dropped.
The card triggering it all was Radeon 8500 with it's TruForm which in all essence is hardware tesselation. Software N-patches applied to games like CSS would add extra polygons to round objects.

The difference I think is in the software command. In a game there are some basic polygons always rendered, adding the tesselation option gives the user the option to increase the polygon level pr software command to a point where the hardware still performs acceptable.
That's the main difference I think.... but do correct me if I'm wrong.
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