Originally posted by: Naustica
I was under the impression virtual displacement mapping on Unreal 3.0 is Parallax Mapping which is basically nice fake displacement mapping technique but not quite the same thing.
AFAIK, 'virtual displacement mapping' == Parallax Mapping == Offset Mapping (essentially, a more sophisticated form of normal/bump mapping). It's NOT the same as true
vertex displacement mapping (which allows for things like true self-shadowing and intersection tests against the deformed objects), but it looks very similar in a lot of situations, and can be done using SM2.0 in hardware (at least, I'm almost certain it can).
SM3.0 allows you to do "real" displacement mapping
entirely within the vertex shader, in a single pass (SM2.0 cannot do it this way, as the vertex shaders need to access texture data to do it) -- but it is still a very computationally intensive process, at least for complex objects with complex displacement maps. You probably *can* do real displacement mapping in SM2.0, but I doubt it would ever run fast enough to be useful, and it would certainly be a huge PITA. It is unclear to me if either Unreal3 or the patched Far Cry uses "real" displacement mapping, or just parallax/offset mapping, or if there would be a huge visual disparity between them.