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Actually what cost more Vertex Display or Shader calculations?

During the history of video games and graphics engines due to hardware limitations of beginning, we always heard the mantra about the amount of poly count VS shader techniques.

I wonder if these days, where a mesh "low poly" from a sofa for example, is around 5k poly, it is really effective to use shaders to do both reliefs and details. Would not it be "cheap" for hardware, making these details directly on mesh (up to a certain limit)?

I'm doing tests with my hardware, and it seems very similar performance between the two cases, using Hires meshes as architectural / rendering with strealy simple material and a low poly version and a complex material.

What is your opinion about it?

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asked Apr 28 '14 at 11:24 PM in Rendering

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Raziєl
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Hi reneberwanger,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

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answered Oct 15 '14 at 07:44 PM

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Dx11 Tessellation

You can also use Dx11 tessellation to only add the extra detail when you want it, providing automated continuous LOD by distance.

You are using a material to add vertices / geometric detail!

Fully supported in UE4!

http://www.nvidia.com/object/tessellation.html

:)

Rama

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answered Apr 29 '14 at 12:56 AM

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Rama
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avatar image Raziєl Apr 29 '14 at 01:13 AM

Yes, this is exactly the point. Why use tesselation, if i can take advantage using only LOD with HiRes poly mesh?

Look, this is a example: alt text Normaly, this kind of effect will be achived by shaders (normalmap, paralax... etc) what im doing now, is only this. and a color. a simple and smaller normal map for a fabric or leather. alt text

My question is: It is best to just use more polys, rather than using more instructions shaders?

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