Kilgore wrote: "I bet I'm older than you, Corno
"
So how old are you Kilgore? I'm a few years the plus side of a half century
.
almightyhood wrote: "and given we pledgers are ment to get lifetime updates for fpscr"
Kilgore wrote: "That means timely updates as required for new mainstream operating systems, and so on. I think we need that assurance."
I'm assuming that the first "release" of FPSCR will be under DX9, but Lee mentions that DX11 will probably be worked in afterwards (maybe it will need to be DX12 by then). My hope is that TGC doesn't go down the previous FPSC road where the products were actually different SKUs, thereby it not being an upgrade but instead a new purchase. In other words, DX11 (or DX12 for that matter) support should be added to FPSCR as part of the "lifetime free upgrades" and not made into a new product that has to be repurchased (like previous FPSC products).
bond1 wrote: "and even the number of games that require DX11 pale compared to DX9"
This is because DX9 has been around for so long, compared to DX11. Many (PC) development companies are now focused on DX11 development and there have been quite a few games (released and in the works) now targeting the capabilities of DX11. Some of the hold back can probably be attributed to Windows XP (DX11 is supported under Vista and above), but with the Windows XP "extended support" lifecycle coming to an end in April, I think much of that will follow suit.
bond1 wrote: "Tesselation has been around for years now, and has failed to catch on in any significant way. It has been mainly featured in tech-demos, or implemented in trivial ways in some games that are barely noticeable."
While it is true that Tessellation has been around for many years, I think it has been used more in the past than you purport. It has also been coming more into focus recently. In fact, both Valve and ID Software have been actively putting it to use in their character creations (and applying to their existing ones) of late. Additionally, recent releases (and some as far back as 2010) are starting to make more use of it both extensively or in varying degrees. For example, Alien Vs. Predator and Metro 2033 (2010 games) made extensive use of tessellation as has Max Payne 3 and some other newer games.
Tessellation is not an "all or nothing" thing. Many games are using it only where appropriate, like Thief, Assassin's Creed IV, Dirt 2, Battlefield 4, Stalker: CoP, Crysis 3, and others. Sometimes it is used only for faces of characters, water surfaces, buildings, and wind affected entities like flags, banners, etc., or some combination thereof.
Additionally, there are quite a few popular games
using or supporting DX11 now, and I'm pretty sure the list will continue to grow as AAA companies have been adopting it over the last couple years. Frankly, any number of them could be making use of tessellation already, even if they haven't come out and explicitly said so. My suggestion would be to not count it out as a viable feature, and perhaps more "artists" should start taking it into account when creating new content.
FYI... for those who are wondering "Just what is this tessellation thing?" - Nvidia has a nice
description / info to it.