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Slimebeast said:

Okay, that explains the proportions very well.

A question on Tesselation in next gen games. Can they put different levels of tesselation like with AA and AF or is tesselation just an "on" or "off" function? Like in the Unigine demo I hate the extreme level of tesselation on the rocks on the pavement, it's totally unrealistic and looks stupid with heavy tesselation like that.

http://www.youtube.com/watch?v=bkKtY2G3FbU

http://www.youtube.com/watch?v=DJ69oChXH5g&feature=related

Lets put it this way that Haven demo has a slider to adjust the level of tessellation in real time lol, most people crank it up to max so the difference is more pronounced. One of the main advantages is you can scale it in real time so closer you get more detail is added etc, of course on consoles it will be up to the developer to set the level of tesselation etc but I doubt they will go to the extreams that certain tech demos do as they will be trying to maintain realism or keep to their art style the huge displacement seen on the roads in heaven are very unlike to be seen in actual games.

Of course there are other uses for tesselation as well not just adding detail to models or enviroments it can also be used for effects like smoke and water and also for things like realtime deformation for much more realistic destruction, like for example you could use tesselation to make realistic craters in the ground etc, it really very cool technology.

This is one of my personal favorite DX11 tessellation demos, http://www.youtube.com/watch?v=LzULTgyn-3U, I can't wait for games to start utalising things like this the possibilities are endless. 



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