Hi! I was thinking about this yesterday. Now with real time tesselation available, we can use displacement maps in our materials. Floating geometry is not a problem for normal maps since the normals don't change if some floating high poly geometry is above(not too much of course) the base high poly geometry. Now that…
Damn my skimming reading, I'm sure the work flow will change, I'd like to see how well floating detail and basically flat details work with tessellation.
there has been some floating geo in the 2 dx11 demos I've seen, rocks intersecting the ground, and windows and rocks on the corners of buildings, I think most places where bolts and nuts are going to be used aren't going to be rough, but smooth, and wouldn't have tessellation on them in the first place. But I think it…