Uncharted 4 is almost certainly not using that tech.
First of all this is built around scanning a real living human, and that data will provide various details like color and normal textures, expressions, even color maps with blood flow changes.
Now the entire workflow of this tech is about acquiring the scan data and processing it down to a set of textures and blendshapes and such; there's a lot of custom code involved and while it's possible to tweak the final results, it still requires that source data and without that you don't get anything.
Also, this tech uses a relatively low res model because a lot of the detail from the real life talent is captured and represented in the textures (color and normal) and so they don't need more mesh detail.
Naughty Dog however prefers to hand sculpt their characters and so they can't rely on scan data (although they'll probably study real world anatomy and such).
For them it makes more sense to keep the number of maps down (especially with 60 fps) and add more of the facial wrinkles into the actual geometry instead. The joint based rigging approach also works better if they have more vertices to work with. So they probably have a model that's detailed enough to work without tessellation.
Also note that Drake's eyelids, nostrils, lips and other forward-facing facial features are nicely curved as well - so if there's tessellation going on, it's certainly not applied to silhouettes only.