Quote from: EgonOlsen on July 26, 2010, 11:24:44 PM
Usually shaders are faster albeit using real geometry would be the better solution overall. Modern DX11 hardware can create real geometry on the fly by using tesselation. Shaders don't really extrapolate geometry, they just "fake" it.
And pixel shaders fake it by using nothing but some basic information (color, position, etc) about that pixel, correct? So how is it possible to fake an elaborate, curving rockface just from that, without any information about nearby polys?