Friday, March 31, 2017

Parallax Occlusion Mapping

I can't get a straight answer about whether parallax occlusion mapping is better for cpu/gpu performance than tessellation?? At the moment I'm using POM (parallax occlusion mapping) to achieve height parallax, but it has it's issues. I'm honestly thinking of just using tessellation, which will depend on people having DX11. I don't know, I'll run some tests.

I checked up on Steam's stats and found that easily the majority of people on Steam are using DX12 on Windows 10 machines, and still quite a lot using DX11, so it could very well be that I'd be in the clear to just proceed with tessellation instead of POM. My head is starting to hurt again.

2 comments:

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