Quote Originally Posted by Calmatory View Post
At least I am. Resolution (UNLESS IT CHANGES FIELD OF VIEW!) doesn't have ANYTHING to do with tesselation. The units which handle tesselation do not handle per-pixel operations, as far as I know, so there is no extra work for those units. The work remains the same regardless of the resolution.
are you familiar with a z-buffer? triangles directly affect rasterization and z-buffer performance. because of the way z-buffer algorithms are optimized(hierarchy, with quadtrees, coarse grained culling) tiny triangles hurt efficiency which tessellation creates.

i am saying that the # of triangles and their properties are directly related to rendering speed.