3DVagabond
Lifer
- Aug 10, 2009
- 11,951
- 204
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The subdivision factor is probably not the same as the tessellation factors in DX11. Sounds like it adds polys far faster than what DX11 does (could be a recursive algo, each factor subdividing each quad into 4? Then you'd get 2.9M at 6 subdivisions).
The tessellation factor for a quad is just the number of points to generate on an edge.
So if you use a tessellation factor of 6, you'd get 6x6 = 36 quads.
So 728 polys would turn into 728*36 = 26k polys, not quite in the millions.
Well, even in your example I don't see a need for 32x or 64x, etc. for gaming. I think this is why AMD Tess has been fine for actual games.
