@Squilliam:
You, of course, do realize that this Tesselator of yours is no silver bullet don't you?
See, those additional triangles you've just made using it will all have to be put through the vertext shaders you're using. Which will have to process them one-at-a-time, so your game will still be limited by vertex shader capacity - tesselation or not. They will also all need to be renderered, from the same polygon budget you had before tesselating. Meaning using the tesselator won't allow you to use more polygons in a scene than before.
It is mostly useful because it allows you to skimp on memory/bandwitdth requirements for some of your polygon models. Everything else you do with them will still require the same old resources it always did (including the polygon/texture budget and shader limits).
So yes, it is useful and yes it might make games look a tad better but it won't change their looks dramatically.







