I tried tessellation for a landscape, anything bigger than 500m by 500m gives me unplayable frame rates with dynamic shadowing on the terrain. I don’t understand why, it barely adds any triangles and it’s just tessellated in a small radius around the player. Running an OC’d IB i5 and a GTX 760. I’m not unconvinced that there isn’t some bug with .
So I started working with POM, performance is better, but still not what I was expecting. Is there anything other than samples we can tweak in the code to increase performance with Eha’s code? I’m using 15 samples min and 25 max. I’m currently making the parallax calculation 3 times for 3 different heightmaps in my landscape material, and FPS drops from 120 (no POM) to 60-80 (3 calcs) with nothing else in the scene, but the base pass doesn’t have many instructions. I know nothing about HLSL, so I’ve kind of hit a brick wall.