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Does tessellation add to mesh's vertex count?
Hey,
So I have a procedural mesh that reaches 64k vertices and I want to use a tesselation-equipped shader on it - will it collide with the fact of mesh being fed up with vertices to the limit?
Well in AAA games, 64k verts doesn't mean much. As far as the Shader goes... Consider the fact it is going to Subdivide that verts, because this is what tesselation shaders do. The only consideration you can make at this point is, DOES IT LAG? You will quickly find out whether or not it is unplayable, and if it is, optimize either the mesh, or the shader. If you aren't familiar with shader code, the mesh might be your best bet.
Remember, as a programmer, you're in the business of problem solving. Don't solve problems that don't exist yet.
Yeah, but I read about those 16 bit buffers etc. and how you can glitch more than 65k vertices on a single mesh, but it crashes on some PCs while on my it works fine. Oh well, will find out in testing process.
No, because tesselation happens on the graphics card and is not part of the limit.
Answer by hfarhan37 · Mar 11, 2018 at 12:49 PM
No it won't. Tessellation is just a mesh sub-division system which is done within gpu. It does not add anything to actual mesh data. So it will not affect mesh count limit.
Right, the same holds true for geometry shaders. So one can "render" 64k points and each point might be replaced by a cube (24 vertices).
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