Originally Posted by Vhati
because the game is rendering more polygons. If a game was made in dx9 with nothing but high mesh renders, then it would run like crap, they use mip maps to create lower detail meshes and textures to use at various ranges.
tessellation allows the game to use 1 mesh for everything, but it can dynamically remove polygons from objects far away and spend that rendering power on objects closer. When this sees widespread use, it will be fantastic.
The heaven demo is extremely misleading because when you disable tessellation, it removes everything that would have had details if the engine was also done in dx9 or 10.
So that's the reason for the stupid stairs in that demo? In non DX11.. the stairs were just straight slopes and in DX11 they were actually stairs? It's like different objects NOT caused by tesselation
I NEVER saw such implementation in real PC games though.. DX11 never added "polygons" like how that Heaven's Benchmark did
(It did add polygons but just made stuff round.. EVEN STUFF THAT WEREN'T SUPPOSED TO)