| HollyGamer said: Tessellation will require more processing and parallelisme , it's a kind to procedural generated algorithm on textures and displacement mapping, the more detail you produce the bigger the compute and RAM bandwidth you need (Xbox can use on faster memory pool to access this data and more compute shader) So probably tessellation will only will be used on open area or during transition between level or on further area to show distant object. Then when it get close to the object it will replace with high static polygon count Xbox will benefit with this mix between tesselation and high geometry display , further object by tessellation and closser object by high geometry pipeline. But with this method some pop in and pop out will still occur and two type of geometry data still required (one high poly for close object and for further object or in between with low one ) But with Xbox has SSD this will improve and will occur smooth compared to last gen. |
Displacement mapping and Tessellation are fundamentally different technologies out to achieve the same goal, that is... Higher model complexity.
But they take very different approaches.
Hardware Displacement Mapping was actually pioneered by Matrox with the Matrox Parhelia.
Hardware Displacement Mapping essentially uses something like a "texture map" (Aka. Displacement map) but uses it in a way to give height values to a mesh to transform it.
Tessellation on the other hand subdivides a surface increasing geometric complexity via something like n-patches that tells what vertices get raised or lowered.
And you can use both in conjunction together as they both have pro's and con's when adding geometric detailing.
Remember there is the potential that the Playstation 5 will have superior geometry performance and thus superior tessellation capabilities depending on the number of geometry/tessellation units in each consoles intrinsic pieces of silicon... But we need more low-level detailing of the chips and Big Navi to really understand if that is the case.

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