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Squilliam said:
@Jetril, from my most basic understanding of the implementation of tessellation. The best use of it comes from "Real time cutscenes" when the camera control is surrendered the tessellator can be used to increase the polygon count and complexity of the models substantially.

Outside of cut-scenes the programmers/artists have to be a little more careful with how they implement the technology so we will likely see, or perhaps we already have seen, the first and best use in cut-scenes themselves.

 

It's my understanding that adaptive tessellation would also benefit real-time gameplay without too much of a hassle and produce impressive results without taxing the GPU as much. I remember reading an article on it 4 years ago which clearly outlined the benefits of using Xenon + Xenos together to greatly reduce the amount of work that Xenos has to do without taxing Xenon too much. Hopefully games will start making good use of it soon.



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