You come off as it is an easy task to take what you have been doing for years into a specification that is needed for nvidia and or ATI. Have you worked in the industry where a simple code change turns out to ruin the entire 3d engine? Do you think it is a simple as a find and replace in wordpad?
Yes I have, have you?
Not sure what point you're trying to drive at.
People have steps and a specific process when it comes to developing games. You have to give the code generated up top and let the developers code with it. I make one change and documentation, training etc. has to be worked out. It is a rather big undertaking.
You generally don't just jump from one algorithm to the next, but I don't see what that has to do with anything. This goes for all code, not just tessellation.
Point is that there are plenty of popular and very useful tesellation algorithms that you can efficiently implement with DX11.
Did I ever say it wasn't very useful? PLEASE POINT ME TO WHERE I SAID IT.
Then what the heck was your point man?!
You were bringing up that the tessellator was allegedly not compatible with various algorithms, while at the same time neglecting to mention that it was compatible with various popular algorithms as well.
So you are on a kick about not using textures in the first place? I could give you the best tessellation algorithm and video card to process it and regardless, a plain texture looks BAD with the 3d geometry.
Again, what is your point?
I countered your argument, and you just repeat it.
I understand the undertaking in that approach and I am not debating that. I will however debate the better image quality.
If you want to debate it, use arguments. I don't see you presenting any.
This is where we have our problem. You are saying it is easier for a company to place specific hardware on a card to provide Tessellation. Ok, fine... That is your approach to the problem.
My approach to the problem is that you can not have variations in Tessellation units. I think Nvidia's 480 is fine, when you move down to the 460 or below it starts to bother me. What I am expected to do is create a texture for the 3d mesh. I refuse to make three or four different textures to fit a 3d model. You scale down, meaning you make one high quality texture and scale it down.
It doesn't really work that way. Tessellation is done on-the-fly
as I have already stated before, keep up.
So you design your geometry (which includes textures) so that the tessellation factor controls your level of detail. For lower-end hardware, you just limit your tessellation factor at a lower maximum.
If I had three or four different levels of tessellation, I have to make a texture to fit those levels. I am surely not going to test the process on Nvidia and on ATI's hardware.
Only if you mess up your texture coordinates.
A 3d mesh DOES look different with each variation level of tessellation. This causes me to create different textures for each level.
Only if you mess up your texture coordinates.
Aside from that, I don't see your argument. This is related to LOD in general, not tessellation. Conventional LOD algorithms have the same problem. To my knowledge, most games generally do not use different texture sets for different geometry levels. They use a single set of mipmaps for each texture which works for the entire range. Firstly, the differences would be very minor, and probably won't be noticed by most people... Secondly, the cost of doubling up the textures for each level of detail would be far too expensive.
Not all GPU's have dedicated tessellation hardware that is sufficient enough to run a fully fledged tessellation styled game. I am referring to the mass audience. I would rather put a low level default tessellation mesh for the general public that can run fine on a dual core CPU. I will not put a low level tessellation mesh for the general public and have it run on fixed GPU hardware.
Well, I believe in a fully scalable approach.
CPU's are not used enough in today's industry, why make it worse?
Because what you're proposing is utterly unrealistic.
Once again you are referring to a large amount of tessellated objects.
Well, that's what a game with tessellation is. You tessellate every object.
Just like we have LOD on pretty much every object today.
That is your opinion and yours to keep.
It's not an opinion, it is a fact. Software rendering and software T&L are dead... Software tessellation is dead by default.