One of the things I still don't quite understand is why modern games still don't used true curved surfaces (NURBS). I mean, the Unreal Engine could already calculate them, but there are no games sporting them. Is it really so hard to make a curved surface in 3D graphics?
We have mind-blowing effects, but games still look a little blocky.
So instead of just using real curves (like I said, NURBS), they're now using hardware tesselation, which is, imo, the much more ineffective way (they're basically just inceasing polygon counts which is taxing on the hardware).
I was really almost convinced that the current-gen consoles will have real curved surfaces, but not even PCs have them.
Discuss.
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