Oh, sorry. I thought it was to distinguish game assets using only lighting based on geometry from the ones using also maps (for example normal maps). I removed it from the title.
Nice dagger! I like the design and... all! Nein! Vector displacement mapping! You could try to render a vector displacement map + a normal map and play with the xNormal's DX10 tessellation ( see the spherical spikes example ). DX10 can perform that... but, of course, once DX11 is oficially released will be faster to…