Ok,i finally decided to try that tessellation/displacement map feature, but i have a problem…lag.
I have a low poly(1800tris)mesh,the editor is in dx11 and i made in maya a displacement map and imported it as a png fille with compression displacement.Here is the shader set up(same as the one on udn)
It works but i think that the tessellation up close is too much and killing the framerate.
The displacement map is 512x512(ive tryed lower values with 0 effect).
Ive tryed to use a black and white,blurred ambient occlusion texture in order to hide most of the detail and place it instead of the displacement map.And the performance was still the same.
I have set the shader to have it fade the detail,but when im close to the mesh and the tesselation goes on it kills the framerate.
Since its my first time with this feature,i have a few things in mind but im not sure if im right…
A----my gpu hd5870 is too old for this thing(but it shoud be able to handle at least one mesh?)
B----im not doing something right with the shader
Can someone please share more knowledge?