| superchunk said: I edited my post... I meant DX11. Also, what's the point behind the images? One obviously has more lines, but I've never ran benchmark tools so I have no idea what I'm looking at. |
Thats a concept called tessellation. What it does is take the skeleton of a 3D model, the polygons increase their number to make a model more fine grained. The quantity of polygons make the shape of whatever object you're looking at.
Like for example:
A wheel with 7 polygons looks like its been carved with flat faces.
A wheel with 700 polygons looks round.
What tessellation does is take the wheel with 7 polygons and turns it into a 700 polygon round wheel. What this means for you is more realistic looking shapes and more details as well as better control from a developers perspective on the level of polygons that each model needs so they can apply them when they count such as real time cut scenes and close up models and remove them when they aren't needed for models further away.
Tease.







