   Terrain LOD in hardware using shaders
  (Re-posting this here, more appropriate forum.)I''m posting here in reference to this old but lengthy thread, rather than digging it up with a reply.Basically, has anyone looked anymore into this method as opposed to the more popular methods such as ROAM? Are there any new results on its pros and cons? It almost seems too good to be true, and makes me wonder why everyone doesn''t use it. Does it even work at all with terrain patching, or does the whole concept require the full terrain grid to be in video memory at once? 
  *bump*Has no one tried this? Are there any particular reasons why people wouldn''t be doing it this way?;  I was going to try this on my own--THANK YOU SO MUCH for posting a link back to that thread.One of the downsides I see to using a VS to do LOD in the terrain is that it will perform less efficiently on slower cards even if they have a great computer--one of my artists has this problem.  He has a 2.4 GHz P4 with a TNT2 gfx card...needless to say, all of the demos of our game run at about 8 FPS.  I suppose you could just switch over to software rendering but that''s no fun now is it?One thing I see that may improve performance even more is compressing vertices for the terrain.  Input coordinates are generally regular, being based on a grid pattern so I believe you could compress them to about 8 bytes apiece.Anywho I''m done rambling. 