- 99
- USA
- aronh17
Adaptive Tessellation was unheard of in 2006 when the PS3 came out. I think it is worth an applause no matter what that PD managed 50 times more HDR over GT5, Adaptive Tessellation, and these amazing physics on 7 year old hardware. But, as you know; to each their own. This game looks incredible for what it's running on.Adaptive tessellation isn't a new concept to video games at all, but the fact that we notice it, and see it change, isn't something we should applaud. This should be happening much faster, and we shouldn't be seeing the transition this easily. It should be happening earlier in the zoom in, so it seems like a seamless change. It should be an easy adjustment for them. Either that, or it's just so slow to load the newly tessellated geometry, that the PS3 just can't update quick enough.
This same tessellation happens during render times using the V-Ray render engine as well, where you can adjust how much a surface will subdivide based on how far it is from your render camera. The closer you get, the more it subdivides, but with the right settings, you'll never actually see the switch.
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