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Need advice for integrating tessellation in forward+ renderer

Question asked by lecommandeur on Mar 13, 2016
Latest reply on Mar 14, 2016 by lecommandeur



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.