Re: Are Geometry Shaders and Tessellation the same thing?
Okay so what I've read since writing this and from your posts; it's kind of the same thing on a basic programming level but true tessellation should include the heightmap. DX11 GPUs have a dedicated hardware section for tessellation only and because DX10 GPUs do not it comes at too high of a performance cost, I would guess because of the complex shaders that are run along with the other shaders running not to mention attempting to write in the heightmap into a DX10 geometry shader calculation, if it's even possible, hence we now have a dedicated hardware section. Learned a lot thanks, I'm trying to catch on current...stuff.
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