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When can hardware tessellation really matter? MachStudio Pro demo from IBC 2009

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Uploaded by on Sep 25, 2009

This demo from IBC 2009, very clearly explains how MachStudio Pro v1.2 uses the hardware tessellation feature on the AT FirePro v8750 to add incredible levels of detail using a displacement map - all without impacting performance.

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Science & Technology

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  • @kitsune0video I dont't remember Half-Life 1 having a single bumpmap.. :) But yes, theoretically it could, except it would still need engine tweaks that swap out the bumpmap shader for a tessellation shader on supported hardware, which means we'd need new builds, which means "probably not". Also, some older games wouldn't necessarily be able to cope with the generated geometry - remember how GLQuake's water looked?

  • @int3rl0per You are actually wrong. Games with bump as shaders can be used as displacement map for old games. Of course, the effect cant be so accurated, but actually could be a good and cool option ;)

  • @kingfiresprite Support for it needs to be written into the game engine, and 3D objects will need displacement maps.

    Plain answer: no, it won't help existing games.

  • best v ideo card for 3d

  • So firePro hardware feature got ported to dx 11. Nice !!

  • could this correct the "blocky-ness" in games like Half life episode 1.

    if so, then how.

    would the card come with its own software to install or is there a feature in windows 7?

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