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directx 11.1 will come out. Will BIS bring some new tech into ARMA3 from it?

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Will it possible to use the fixed collision model into the tessellation model?

Yes, why not? But I guess, what Dwarden said, it might not always work out as expected. But afaik, physics are always done with simplified models, regardless of underlying engine and on-top features.

Edited by Minoza

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Or maybe in one game you can use both parallax mapping and tessellation on different surface?

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Why would you want to use it on the same surface anyways?

Crysis 2 does exactly what you said, but it uses tessellation in a really weird way. For example, it's heavily used on brick walls, that gives rather big performance hit, while you can achieve identical look with POM on that same object. As I've said, current implementations are gimmick, and usually brute forcing of the effect instead of wise implementation where needed only. Metro 2033 got it better in that segment.

Edited by Minoza

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the biggest questions to be answered with Tesselation are

surface lighting

shadows

reflections

and physical interactions (collisions) ...

while i seen several attempts to solve the above ones, it works only in specific cases

hence hard to tell when and what all will be possible

Has there been any improvements in this regard? Have BIS ruled out tessellation in A3 for the above reasons?

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Hey Sinnister,

Nope there hasn't been any update in this regard and I think these problems still apply. :)

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