Im sitting here playing around with this ATI tech demo found here:
http://developer.amd.com/gpu/radeon/pages/RadeonSDKSamplesDocuments.aspx#d3d11 (look for Detail Tessellation 11 (February 2010))
OK...now in playing with this Im noticing that the parallax occlusion mapping looks pretty damn close to tessellation, although with a little more roughness around the edges, but it still has the 3D aspect and depth down pretty damn good. Looks just like actual 3D models. Now I know parallax occlusion mapping can't work well with rounder heads and stuff on character models and objects in a game...but it can certainly work with flatter objects like walls and roads, etc. So why use tessellation with these kind of things in the virtual world? Does parallax occlusion mapping take more processing power?
And then what about tessellation in relation to character models? I mean, why not just use higher polygon count models to begin with? Oh, cause it would be too much of a slow down? Well, thats why models and objects become less detailed the further you get from them (something thats been used forever in 3D gaming).
I don't know...maybe parallax occlusion mapping and higher polygon models use more resource than tessellation...but I don't think thats the case...
So, like the title says...why EXACTLY do we need/use tessellation when there are other methods out there that provide the same results?
http://developer.amd.com/gpu/radeon/pages/RadeonSDKSamplesDocuments.aspx#d3d11 (look for Detail Tessellation 11 (February 2010))
OK...now in playing with this Im noticing that the parallax occlusion mapping looks pretty damn close to tessellation, although with a little more roughness around the edges, but it still has the 3D aspect and depth down pretty damn good. Looks just like actual 3D models. Now I know parallax occlusion mapping can't work well with rounder heads and stuff on character models and objects in a game...but it can certainly work with flatter objects like walls and roads, etc. So why use tessellation with these kind of things in the virtual world? Does parallax occlusion mapping take more processing power?
And then what about tessellation in relation to character models? I mean, why not just use higher polygon count models to begin with? Oh, cause it would be too much of a slow down? Well, thats why models and objects become less detailed the further you get from them (something thats been used forever in 3D gaming).
I don't know...maybe parallax occlusion mapping and higher polygon models use more resource than tessellation...but I don't think thats the case...
So, like the title says...why EXACTLY do we need/use tessellation when there are other methods out there that provide the same results?