I've told you so many times, but it seems you just don't listen, so here we go again.
Tessellation is not going to help that much on characters, especially certain types of characters, in the foreseeable future. The current implementation on nextgen consoles has two main methods:
- the hardware version is triangle based and can be combined with displacement mapping
- the software version used in COD is quad based but cannot be combined with displacement mapping, thus it creates unnaturally smooth curves on organic characters (human bodies, clothes)
Also, both versions are limited in fidelity, because fragment shading is still performed on 2x2 quads at a time and any fragment not covered by a triangle is discarded, causing a loss of performance and thus efficiency. So triangle size should remain well above 10 pixels, which is another significant limitation.
If you have any man-made mechanical elements, like belt buckles, shoes, armor pieces, tactical vests, pouches and such, those will all require very precise edges and corners, which tessellation can not provide either. So you have to model the sharp edges manually, which will cause very small triangles to appear after subdivision/tessellation.
Also, more vertices in the base model are generally preferred because they allow better control over deforming geometry when using skinning or blend shapes.
Insufficient mesh resolution in close-ups should be handled in the modeling stage by adding more vertices. The entire subdiv stuff in COD is in my opinion an overkill approach, those weapons could be modeled from less polygons at the same smoothness...