OpenGL - Displacement Mapping with Tessellation shaders

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More experiments with terrain rendering, trying to add finer detail using a displacement map, applied over a procedurally generated terrain.

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really cool! It's cool to see things you make in one video go on to the next in greater depth. But what would be even cooler would be a tutorial.

sushismitcher
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Best places for textures? And should I expect to pay a little for them or can I do it without.

AlbertRyanstein
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Ever played a historical castle game on a program called Encarta?

dantheplanner
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how about a gl for just cuda via secure web non rtc

theAnupamAnandhelueene
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It’s disappointing to see frequent posts in the comments section of these videos asking about the viability or performance of OpenGL as it relates to Vulkan.

As a game developer, the chances you need Vulkan are extremely slim. If you’re working on a AAA title with state-of-the-art graphics, then yes, you should consider Vulkan. But even then, you’re probably developing in an engine like Unreal, so you don’t have to worry about it. The vast majority of games that are played today and that have been enjoyed in the past use OpenGL or it’s lateral platform-dependent cousins. Learning Vulkan is a massive task, and game development or even most engine development does not warrant it. If performance is what you’re struggling with, odds are it’s a problem with your CPU-side optimization, not GPU-side or drivers.

Perhaps if OpenGL is deprecated across many major platforms and graphics cards in the future, then Vulkan should be considered more seriously. But according to NVIDIA themselves, OpenGL will continue to be supported for a long time to come.

WhiteBoxDev
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Do you think you reached the limit of OpenGL (bottleneck/performance) ? Or anytime soon ?

Protoxy