Originally Posted by coelacanth
So then the question is: Is it somehow easier for devs to use tessellation rather than increasing polygon count?
Easier? No. In fact if the hardware/engines could handle it it would be easier to simply build everything more detailed to begin with. But increasing the polycount would make the game unplayable as there is always a limit to the abilities of the gpu. Otherwise, all our games would look just as awesome as the cg cinematics that are made for their marketing.
It's like lod. The resolution of a texture map that is used changes depending on how close or far it is from the players viewpoint. This is done to make more efficient use of memory, and therefore be able to stuff more detail in where it actually counts.
Adaptive tessellation is the same concept, but applied to geometry. The difference with this demo, is that they've taken the tech. and basically used it for a purpose beyond it's original intent, which is pretty cool.Edited by supaspoon - 1/26/11 at 8:09am