I'm currently trying to write my own game engine in C++ and I've started to implement a Forward+ Renderer based on the sample found on GPUOpen.
For the moment the lighting works fine. I then decided to add a terrain to test more complex lighting and also decided to gather information about terrain rendering.
I quickly realized that using tessellation was (more or less) the way to go.
But then I found a paper by NVIDIA called "From Terrain To Godrays: Better Use of DX11" on internet where they say that using tessellation during Depth Pre-Pass could "kill the performance benefits of depth pre-pass".
So my question is: Is there a way to overcome this problem? Or can I simply not use depth pre-pass?
Any advice would be much appreciated.
Thanks in advance.