(11-06-2015, 12:09 AM)Tino Wrote: 3d games uses triangle to describe surfaces, the more triangles you use the more detailed the surface is, the problem is that a lot of triangles means a lot of processing from the cpu side. Tessellation use the gpu to divide big triangles into smaller triangles, that way you can, smooth the surfaces or even apply textures with displacement data to them to increase geometric detail in the objects.
I like how ssao and ssgi works with it. :3 makes it look more natural. Btw I have a question regarding specular lighting. I've noticed that the. Nintendo 3ds uses perfragment lighting in it's games. Is this any different than Phong Lighting and if so, is it possible to use?