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Esenthel Engine DirectX 11 Tesselation


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#1 Guest_Esenthel_*

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Posted 30 April 2010 - 02:00 PM

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Esenthel Engine - http://www.esenthel.com - one of the most technically advanced engines,

featuring support for Unlimited Sized Worlds, World Editor, Dynamic Lights with Soft Shadows, Nvidia Physx and many other features.

Now supports DirectX 11 Tesselation.

DirectX 11 Tesselation enables realtime mesh smoothing.


Watch on YouTube -

#2 rouncer

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Posted 30 April 2010 - 05:51 PM

I would have done this, its just my direct x 11 sdk didnt even install so I decided to move to java.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#3 geon

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Posted 01 May 2010 - 12:15 PM

Technically impressive, but visually... well, it does nothing.

I guess there are better situations in which it could be useful, but the only place on the model above where I can even notice it is on the chest plates, which could have been fixed just as well with only ~10 more polygons.

As it looks in the example, it's just a waste of electricity.

#4 v71

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Posted 01 May 2010 - 02:15 PM

Yeah, i am not impressed either,the model, even if hypertessellated didn't loose its 'low poly' feel i think you should work more on curves rather than single triangle tessellation which doesn't contributes anything to the visual impact once you turn off the wireframe.

#5 imerso

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Posted 01 May 2010 - 02:15 PM

The way I see it, automatic tesselation is actually quite handy.

The above example is just it, an example, but I agree it is a bad case shown. They could better show that in a building, or a terrain.

Nevertheless, supporting automatic tesselation in hardware, based on distance, is a neat feature, imho.

#6 rouncer

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Posted 02 May 2010 - 05:09 PM

Its cause its switching from "normal mapping" to "displacement mapping" and you cant tell much of a difference cause normalmaps fake all the normals anyway why doom3 was
fine...
I guess it just makes the model perfect, it makes more a definite impact if the low poly model is below say 1000 verts, then the displacement map really makes a difference.

Im still interested in displacement mapping, even tho heres a definite example why you dont even need it. :O

Remember theres more types of displacement mapping than just z-shoot-off-normal, you can actually go on all 3 axi too, and its a different way to make a realtime sculpting program.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.





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