I agree about quadratic tesselation mode - it is a problem to make it work right and cannot be just enabled/disabled (artist/tools work needed). However, I think that linear tesselation mode is extremely useful (and probably much cheaper to do in hw). Two examples:Chalnoth said:N-patches aren't going to come back. They're an inflexible HOS technique and are prone to significant graphical artifacts. Hopefully we'll see a programmable primitive processor soon that will allow tessellation in or before the vertex processor, or at least a more interesting HOS technique than N-patches.
a) dual paraboloid shadow maps depend on tesselation level of scene geometry - useful for these (not that I am fan of this technique)
b) on vs3.0 hw this could allow for displacement mapping the way it was done in Parhelia - I was actually quite hoping for that but NVIDIA GDC slides explicitly mention no tesselation
PS. First post! Had to happen one day