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2 Quickly uploaded new photos to demonstrate what I've understood so far.
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I'm curious because I was thinking that displacement mapping is done in the shader file only inside the domain shader. Am I correct or is it both implemented in the rendering section of the mesh and shader? So, if I make a cube for an example, I would have to read out the displacement map file then tell what vertices get positioned inside the render or only in the shader file? I'm a bit stuck on that concept.

These are the snap shots done inside the game editor of a plane. I believe the issue lies within the texture but you can always correct me.

http://imageshack.com/a/img13/8420/g7np.jpg

This texture was created for the box inside 3DS Max and the UV Mapped, then baked the image.

When I load a sphere, not so much crazy gaps but it's still hasty.

Sphere that is cracky a bit

I'm curious because I was thinking that displacement mapping is done in the shader file only inside the domain shader. Am I correct or is it both implemented in the rendering section of the mesh and shader? So, if I make a cube for an example, I would have to read out the displacement map file then tell what vertices get positioned inside the render or only in the shader file? I'm a bit stuck on that concept.

I'm curious because I was thinking that displacement mapping is done in the shader file only inside the domain shader. Am I correct or is it both implemented in the rendering section of the mesh and shader? So, if I make a cube for an example, I would have to read out the displacement map file then tell what vertices get positioned inside the render or only in the shader file? I'm a bit stuck on that concept.

These are the snap shots done inside the game editor of a plane. I believe the issue lies within the texture but you can always correct me.

http://imageshack.com/a/img13/8420/g7np.jpg

This texture was created for the box inside 3DS Max and the UV Mapped, then baked the image.

When I load a sphere, not so much crazy gaps but it's still hasty.

Sphere that is cracky a bit

    Tweeted twitter.com/#!/StackGameDev/status/402318389118779392
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How is displacement tessellation done?

I'm curious because I was thinking that displacement mapping is done in the shader file only inside the domain shader. Am I correct or is it both implemented in the rendering section of the mesh and shader? So, if I make a cube for an example, I would have to read out the displacement map file then tell what vertices get positioned inside the render or only in the shader file? I'm a bit stuck on that concept.