Parallax mapping replaces bump mapping for representing the plasticity of cracks and furrows in stone walls. The new shift effect in textures makes differences in depth appear more dynamic; this effect is found in games like F.E.A.R. and Splinter Cell 3 - Chaos Theory.
A displacement trick in the textures with the PixelShader 3 creates the illusion of depth in bullet holes.
Parallax mapping with the PixelShader 3 is also used in Splinter Cell 3. Holes in the ground have more optical depth, though depressions in the 3D surface are not realistic.
The stones gain in plasticity, but lose contour and shape.