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16. Re: Op Ed Jul 18, 2010, 13:49 Ruffiana
We're working on a DX11 engine right now, so I've seen some of this tech in action and it's pretty impressive. Unlike Messiah's sub-division surfaces, DX11's tesselation is seamless. The "Stone Giant" demo is a good example of this in action, it's only when you turn on the wireframe and see the tesslation happening that you can notice it.

Small point of correction though, it doesn't make "make floors and walls look truly three-dimensional, even when close-up", it is actually creating and displacing geometry...unlike some of the current gen tricks that give the appearance of three dimensional surfaces.

It's a small, but crucial step forward in real-time rendering tech.
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