Acert93 said:A TON of detail up close and adaptively tesselate it with a progressive LOD as it goes into the distance. So it is uber detailed up close and not so much in the far distance (no point wasting polygons on an object that is the size of 20 total pixels!)
HOS is generally not like that, what you're talking about is more like Multires or some other form of progressive mesh technology.
HOS basically means that you represent a curved surface with a relatively low number of control points. Generally a curve can be described with 3 or 4 points; depending on the HOS implementation, this might be enough to render a perfectly smoothly curved surface.
Possible forms of HOS are quadratic or triangular patches (Bezier or NURBS for example) or some kind of subdivision surface.
This is not for adding or removing detail - it only smooths out jagged curves on a surface. Like, a cube is turned into a somewhat squashed sphere after several iterative steps of a Catmull-Clark subdivision scheme. It won't turn into anything more complex no matter how many times you subdivide it; and it won't get any more simple because the original control points will remain no matter how far you get from it.
This is why I'd expect HOS to be used first on cars, roads and other stuff, where you want nice and clean curves without any additional geometric detail. The best way to add that would be displacement mapping, but that won't be working well enough on this gen of hardware. I don't know about combining HOS and normal mapping on characters - the perfectly smooth silhouettes would probably look worse than the current lowpoly ones.