I've been hearing recently that with the current state of polygon rendering it's much more efficient to build trees/foliage with leaves made solely from geometry rather than planes with alpha mapped leaf image textures.
Obviously it will be engine/GPU dependent but is there a general shift toward geometry?
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There's certainly more geometry in foliage in games these days though, if nothing else it catches light better on alpha'd shapes.
Therefor it could be more efficient to push out more polys instead of alpha transparent tris, but then you have visual issues (well, they are no longer transparent, the edges are harder). The latter could be handled by AA. Nevertheless, if you want hard edges, you could use alpha masking, which would discard pixels accordingly to the alpha values. This would be a compromise of both world, you could add it to the deferred rendering pipeline (all these lights and shadows ) and you could still keep the number of polys low enough, but you will have hard edges.
About hard edges: look up alpha to coverage it can improve quality quite a bit, same goes for postfx aa like txaa and friends.
I first heard about this in a discussion about Arch Viz renders, particularly Alex Roman's 'The Third and Seventh'. Of course that's 3dMax and Vray - very different to a real-time game engine. Chatting with other devs I heard that some guys are modelling more detail into (lets say) a tree and relying less on alpha mapped planes.
I appreciate that there's clearly an upper limit to how many triangles we can throw at the screen - and we need to balance that against the number of instructions needed to sort out the alpha on a quad plane. I think it's interesting looking at the trade-off given GPU power these days, and the different methods of achieving the desired leaf shape.
Interesting stuff.
Using geometry leaves in-game sounds like a really, really bad idea.