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//James
Ah yes, viva pinata does use it, I remember now. I would expect tessellation to be used by Microsoft exclusives like Halo or Forza but the hits there are pretty meagre, far less for cross-platform titles. I don't think mass effect uses it either, a quick google just returns people guessing on forums without backing it up with real info.
UT3 dosnt support it, UT3 for the 360 supports it (i guess that the pc might also support r600 and rv7xx since its the same as the 360's)
http://www.unrealtechnology.com/feat...?ref=rendering
Artist-driven terrain system:
* Terrain building and editing tool, using a dynamically deformable base height map extended by multiple layers of smoothly blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes.
* Artist-controlled layers of procedural weathering – for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
its by no means full tessellation rendering
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I don't know if that's using hardware though. At least not according to this Sweeney interview back in 04. http://www.beyond3d.com/content/interviews/17/. Looks like the terrain tessellation he's referring to there is either being done on the CPU or is just regular old displacement mapping. Also, that seems to be referring to the terrain editor, not real-time dynamic tessellation.
I find it strange that there isn't more readily available information on this out there. You would think Microsoft would push people to use one of the 360's advantages to greater effect. In any case, it's limited usage even in 360 exclusives should give you an idea of how widespread it's going to be on cross-platform engines and games.
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