2 Replies Latest reply on Mar 14, 2016 3:04 PM by lecommandeur

    Need advice for integrating tessellation in forward+ renderer




      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.