It's been said before but the issue with smoothing/rounding, is that the exact shape of the curve matters and often that means a lot of control points which means it can actually be cheaper just to add the polygons to the models.
There are obvious use cases for GPU Tessellation, terrain being perhaps the single most obvious one. And I do think we'll see more significant use of it as the generation progresses and it's better integrated into various art pipelines.
There are obvious use cases for GPU Tessellation, terrain being perhaps the single most obvious one. And I do think we'll see more significant use of it as the generation progresses and it's better integrated into various art pipelines.