Silent_Buddha
Legend
Probably, although the meshes don't seem to be that dense in the wireframe parts on the youtube video. As long as a triangle is larger then 4-6 pixels, it should not cause that much trouble.
Some thorough testing could answer the question, run the demo with tesselation, but in a relatively low resolution, run it with and without SSAO, and so on... I bet there'll be a tech website with an article soon.
If I get time maybe I'll take a screenshot and upload it.
However, as long as you don't look at the Dragon Statue or sides of buildings, triangle sizes are generally greater than 4-6 pixels.
But, the stones in the corner of buildings and most especially the Dragon Statue. Triangles do go to sub-pixel sizes. Put into wireframe and look at the Dragon statue and most of it is just a solid mass of white. Even when viewed up close, large portions of the dragon are solid white.
That's why I said, the use of tessellation on the statue is excessive and probably meant primarily to stress the engine/video card.
Doors also get an excessive level of tessellation that is totally unwarranted.
There's a LOT of optimisation that could be done with regards to excessive tessellation on objects that don't need as much.
The cobblestone pathway while exaggerated uses an order of magnitude less triangles than the flat doors for instance. Reduce the number of triangles on the flat doors by an order of magnitude and performance would increase greatly.
Regards,
SB