Do you need DirectX 11 to use tessellation?
Tessellation should be used with care as graphic card performance can quickly degrading when using many small triangles. Performance characteristics can be different depending on the graphics card vendor. Note: The feature requires DirectX 11 (how to activate can be found here ).
How does tessellationdx11 work in Unreal Engine?
This means meshes can be created in some lower triangle density and get refined depending on distance or other properties (e.g. depending on geometry details). This process is programmable which allows to implement displacement mapping.
What happens when Edge tessellator is set to 0?
If the hull-shader stage sets any edge tessellation factor to = 0 or NaN, the patch will be culled. As a result, the tessellator stage may or may not run, the domain shader will not run, and no visible output will be produced for that patch.
Can a PN triangle be used in a tessellation mode?
It can be even different for different parts of the geometry. The PN triangle tessellation mode also supports hard edges (not part of the original Curved PN triangles) and avoids the cracks that can appear when using hardware tessellation.
What are the programmable shader stages in tessellation?
Tessellation is implemented with two new programmable shader stages: a hull shader and a domain shader. These new shader stages are programmed with HLSL code that is defined in shader model 5. The new shader targets are: hs_5_0 and ds_5_0.
Which is not valid when tessellation is active?
A geometry shader that expects primitives with adjacency (for example, 6 vertices per triangle) is not valid when tessellation is active (this results in undefined behavior, which the debug layer will complain about). Tessellation is implemented with two new programmable shader stages: a hull shader and a domain shader.