First post, by RaVeN-05

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https://www.khronos.org/registry/OpenGL/exten … _evaluators.txt

Some one even happen to know any game that uses this kind of tesselation from NVidia ?

Found a demo using GL_NV_evaluators in attachment

Video cards supporting that Technology:
GeForce2 MX
GeForce4 420 Go
GeForce4 440 Go
GeForce4 460 Go
GeForce4 MX 420
GeForce4 MX 440
GeForce4 Ti 4200
GeForce4 Ti 4600


  • Filename
    File size
    57.97 KiB
    File comment
    GL_NV_evaluators demo
    File license
    Public domain

https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)

Reply 1 of 2, by RetroGamer4Ever

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I have not heard of any games that support it and there is no evidence that anything beyond the Nvidia demo had ever used it. The documentation clearly states that it was dropped from Nvidia's drivers in late 2002, with the extension apparently being active from 2000-2002, and any games it would have been found in would have been released in that gap between Windows 98 and XP's release. At that point OpenGL was being used, but it was not widely adopted in the Windows side of the market, beyond a narrow range of games, so I don't think any games used it and if they did, they likely would have been idTech (Quake 3 Engine) FPS games, as those were the currently shipping games that nominally used OpenGL at the time and where stuff was being tested. Though Valve used OpenGL for Half-Life's initial roll-out, the API was largely discarded by the industry in favor of Direct3D by the time XP landed, which was in the last days of that extension's life and the end of the hardware wars (GPU and Audio) that took place in the late 90's.

Reply 2 of 2, by Dege

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RT-patches are completely supported in the D3D8/9 API too, but I doubt any game used it, my tip is that it was for only 1-2 tech demos from nVidia.
I had a Riva TNT2 back in the days, but that was a DX7 level card so I don't think it supported the RT-patch technology (it appeared with DX8).

I don't know why they dropped the technology (D3D10 does not support any tesselation technique, apart from geometry shaders with their performance- and other general problems), but it reappered in D3D11 as a part of the rendering pipeline optimized and specialized for tesselation with extended capabilities (hull shader - tesselator - domain shader 'trinity').