ENBSeries wrote:
Bronze316
You misunderstood, tesselation in dx9 is such tricky thing that without source code of the game almost impossible, but the main problem even with dx11 is how geometry is modelled, displacement makes almost all meshes ripped apart, it's not feature which you can turn only by pressing a button, it's very hard additional work for modellers. What i mentioned about extra native mods which may interact with enbseries - clouds, imposters for plants or stones or anything else which can't be created by game shaders (not classic polygonal rendering).
Ahh ok, still learning here but doesn't tessellation require a heightmap from the alpha channel, so that it doesnt looked ripped apart? Or is there some way you can create tessellation by using the normals from an object?