Tesselation without smoothing is pretty unuseful ! Now it's been 8 months that this feature may come....We are working on a project with 50 characters in a scene, and we absolutely need to keep high visual quality and low poly at the same time. Please, could you give us an idea of a future release date ?
Tessellation without smoothing is more common than you might think. You usually use it with heightmaps for displacement purposes. Smoothing may come at some point, but I don't have the time to look into it right now, so you'll have to wait, unfortunately. Also, using tessellation with smoothing won't make your meshes use less triangles. Tessellation, by definition, creates additional triangles.
Any news regarding tessellation mesh smooth? I'm curious about this feature too. Triangles are cheap these days and smooth edge tessellation gives very nice results with characters :)
Well Joachim, I think you are wrong. The first point is to avoid heavy loads, and to optimize characters rendering speed. So, first the fbx files will be much lighter, without unnecessary polygons that will be generated by tesselation. Second, as far as I know, DX11 tesselation is hardware optimized, so the polygons that will be 'added' wil be rendered very much faster than regular non-optimized polygons. So it's obvious that we can achieve, with much lower polygon count, better looking smoothed characters.
Tesselation without smoothing is pretty unuseful ! Now it's been 8 months that this feature may come....We are working on a project with 50 characters in a scene, and we absolutely need to keep high visual quality and low poly at the same time. Please, could you give us an idea of a future release date ?
Smoothing may come at some point, but I don't have the time to look into it right now, so you'll have to wait, unfortunately.
Also, using tessellation with smoothing won't make your meshes use less triangles. Tessellation, by definition, creates additional triangles.
Any news regarding tessellation mesh smooth? I'm curious about this feature too. Triangles are cheap these days and smooth edge tessellation gives very nice results with characters :)
Well Joachim, I think you are wrong. The first point is to avoid heavy loads, and to optimize characters rendering speed. So, first the fbx files will be much lighter, without unnecessary polygons that will be generated by tesselation. Second, as far as I know, DX11 tesselation is hardware optimized, so the polygons that will be 'added' wil be rendered very much faster than regular non-optimized polygons. So it's obvious that we can achieve, with much lower polygon count, better looking smoothed characters.
Any chance there's an update on this?