Well , I really shouldn't say "in games typically" since I worked for not so many games . So maybe it's not everywhere. But for what I know normals are not recalculated ( beyond typical per pixel real time tangent to world space conversion from tangent normal maps). Games displacement just shifts vertexes along vertex…
In games typically the displacement just displaces vertexes and nothing extra doing nothing to normal vectors so you need to have a normal map to see shading details. in a word without normal map you see your displacement only in silhouettes/profiles and nothing of your pores at all. Besides the displacement is usually not…
I think each sentence you wrote there is fundamentally incorrect. Most games don't use displacement at all, because the displacement maps must be high bit depth and uncompressed to work properly. That eats up a ton of precious memory, it's generally cheaper just to use a lot of verticies up front with no d map If a game…