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17. Re: Op Ed Jul 18, 2010, 13:52 Ruffiana
 
Ruffiana wrote on Jul 18, 2010, 13:49:
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.

http://www.youtube.com/watch?v=sbIQSZs9Zvs

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.

The programmers are raving about 'geometry shaders', but that's above my pay grade to understand.
 
 
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