I dont know what the issue would be, you could use something like dropbox though and just post links. Now, this really depends on the content of your displacement map. If all you're doing is baking a smooth sphere to a lowpoly sphere, you really shouldn't see any difference at all. But once you start adding any sort of…
What they are basically computing is if you batch absolutely nothing, which means you use 1 draw command for each single object, and your Lag time is the same time it costs to draw 600 triangles: then by the time Lag time from 1 draw command to the second, a GPU will be able to draw 600 tris. So why not just let it always…
Yea, I'm against tessellation for now. It's great for some things like rocks because its phenomenal at that. Your cons a tad bit off AND correct in that: A. Texture size can be whatever you want, and you don't need to tessellate it down to a 1:1 scale at run time. Most pixels in the 1024 map won't be used. A 1024 map at…
d1ver CLOSE! lol, but here is what you are actually seeing in the first graph. You are misinterpreting this as LOD vs what I am talking about and referred to ass "L" in my diagram, the slow communication between CPU and GPU. Sadly there is no reference for time, I assume this is how much it can do in 1 second of time.…
Here are my thoughts on the topic, I haven't implemented nor have the skills to do so either, but just from general experience and some light research on the topic: Its not going to be something you'll throw on every object, has some really great uses, but not a universal system. Works much better in some situations than…