Quote Originally Posted by Solus Corvus View Post
That misses the point of tessellation, IMO. If they really wanted to they could have made the basic dragon model have the same number of polygons as the tessellated version, or even more. That's something we could do a long time ago. The point is to show off how tessellation allows scaling from the lowend to the highend with a single set of content.
for some things, maybe the spikes, without the right polygons, the textures wont line up right. its one thing to show off 2 models one with and without uber amounts of polygons, its more important to do it right when you actually use it in a real game/benchmark with textures and lighting

for the small things, bump mapping did ok, for larger items, you kinda have to put in enough minimum polys for the textures to look right. tessellation isnt going to be a quick magic wand that makes them all go together perfectly. otherwise the result will be without tessellation, games will be as piss poor at B:AA is without physx (being that they could have easily done something, not just remove everything)