I am currently trying to write a homebrew demo to render a subdivided plane displaced by a heightmap (in other words a dynamically generated terrain). Given that I want to lower the amount of vertices on-screen as much as possible, I have investigated on-the-fly subdivision of the displaced plane as a solution. According to what I have read so far the Wii U and Nintendo 3DS support the feature by hardware, but I am unsure that the Wii does the same or not. If not, I'd have to find a way to make it happen in software, which I don't know the performance implications of.
Are there any games that use this feature (dynamic mesh subdivision) on the Wii, and if not is it possible to do at all feasibly? The technique is used in several open-world games to make their terrains less processor-intensive, going back to the Xbox 360 days, but with so few (if any) open-world Wii games, I've been stuck with little to look at.
Thanks.
P.S.: Just in case it might be confusing to some, I do not mean the use of Level of Detail (LoD) models. That is relatively easy to implement; I mean real-time polygon subdivision of a low-poly mesh.
Also this is my first post.
Are there any games that use this feature (dynamic mesh subdivision) on the Wii, and if not is it possible to do at all feasibly? The technique is used in several open-world games to make their terrains less processor-intensive, going back to the Xbox 360 days, but with so few (if any) open-world Wii games, I've been stuck with little to look at.
Thanks.
P.S.: Just in case it might be confusing to some, I do not mean the use of Level of Detail (LoD) models. That is relatively easy to implement; I mean real-time polygon subdivision of a low-poly mesh.
Also this is my first post.