Quote Originally Posted by trinibwoy View Post
Tessellation requires compatible models and artwork. So while some programming is involved, a lot (probably the majority) of the work lies with the graphics artists that create the models used in the game. In other words, we won't see it used properly until games are built from scratch with tessellation in mind.

If I understand it correctly you could potentially code a single hull and a single domain shader and bind them to all models if they all use the same HOS representation. It's creating those models that'll be the hard part.
I see. But what about bump mapping? Can't something be coded that would use the tessellation engine to convert all such bump maps into actual polygons?