Why don't you explain tessellation to all of us, to prove that you understand the concept fully.
You bear the burden of proving your knowledge, not me. I never claimed to "probably" know more about tessellation than anyone else on here.
That said, to my knowledge, the point of hardware tessellation is so an application can send limited data about key points and shapes and how it would like the GPU to stretch the shapes, instead of the mountain of data necessary to describe each individual triangle. So from a slab of flatness, the GPU knows where to cut it up and stretch it out, as shown in the video you linked to. A practical benefit of this is that it helps keep memory bandwidth from clogging up with all the data that would otherwise be needed to describe the 3D model. I know this is not a sophisticated explanation, but my tessellation knowledge is not on trial here, nor is yours. I added your quote to my sig line to poke fun at your attitude, not your technical knowledge. We don't even disagree that NV's mini-tessellators parceled out works better than AMD's bolted-on fixed tessellator.
Anyway, I can support my statements without needing to know ANY technical details of DX11 tessellation. I already have, earlier in this thread. I can flesh it out for you, though:
There is no mass-adoption of DX11 tessellation in games because:
1. Consoles make up the vast majority of video game sales worldwide, and none of them have DX11 capabilities.
2. To increase revenues and lower development costs, most game developers produce cross-platform games and thus are limited by the lowest common denominator, which is usually either the Wii, XBox360, or PS3. Sometimes the Wii gets left behind because it is the lowest-spec'd console graphically.
3. There are no announcements for a 2011 console with DX11 capabilities.
4. Even if there were a secret 2011 console release with DX11, given historical rates of market adoption, mass adoption of DX11 tessellation in consoles won't happen until 2012 or later.
5. Therefore, for at least through 2011, consoles effectively have no DX11-compatible tessellator. (The Xbox tessellator is not compatible with DX11 tessellation.)
6. Therefore, most game developers will code primarily with console capabilities in mind. Therefore the core of the game will be DX9-caliber. If gamedevs do implement DX11 features such as tessellation, it will be to improve graphics/gameplay but the game must still be playable and look nice in DX9.
As for the few gamedevs who a) make PC games and b) spend time implementing DX11 tessellation:
One may buy a Barts GPU without too much concern about its tessellation capability for at least 2010-2011 (and probably longer than that), because:
1. In April 2010, AMD owned ~100% of the DX11 market. By October 2010, AMD still owned ~90% of the market and claimed to have shipped 25 million DX11 GPUs. (Note that the SHS for Sept. shows that ~85% of Steam users with DX11 GPUs had AMD GPUs.)
2. The Barts/Cayman/Antilles rollout in late 2010 is unlikely to hurt AMD's DX11 marketshare and in fact may increase it, since the GTX460 is no longer unchallenged in the $150-250 price range.
3. AMD is trumpeting its marketshare, GPUs sold, and (in your view) FUD about tessellation in order to convince gamedevs to not "over"tessellate, as can be seen in the marketing slides that AMD sent around re: Barts and in Huddy's comments about overtessellation.
4. NV's Polymorph engine scales up/down with their GPUs, not like AMD's fixed tessellation capabilities in Evergreen.
5. Of the gamedevs who tack on DX11 tessellation in their upcoming games, the above would probably convince them to use DX11 tessellation in moderation so as not to cripple performance on AMD GPUs (or on, say, a GTS 450; keep in mind that the market for high-end GPUs is small relative to the market for lower-end GPUs), which make up ~90% of the DX11 GPU market.
6. The amount of tessellation needed to cripple Barts performance is likely to seriously impact NV's GTS 450 and even the GTX460 GPUs as well, thus providing a suboptimal user experience for consumers owning either Barts or GF104 who run the game at such settings.
7. Gamedevs prefer to deliver good user experiences to get good reviews/user experiences and thus to sell more games. They also don't like diverting human resources away from DX9 visuals towards DX11 visuals unless they expect some sort of reward for it.
8. Give the above, even if a gamedev designed a game with extreme tessellation for some reason, there would probably be a medium tessellation option. And judging by what I've seen so far, the visual difference between medium and extreme tessellation is small.
9. Therefore the extreme tessellation that NV displayed in its City video at GTC 2010 is unlikely to be found in games from now through 2011 at the very least.
10. We've already seen Barts hold its own against GF104 in Civ V, and even in the HAWX2 benchmark it scores good fps, just not as stellar as GF100 or 104.
City-of-the-Future-like extreme tessellation won't be in games anytime soon. I'm not thrilled about this, since I'm a PC gamer and not a console gamer. But it is what it is. We'll continue getting console ports built on the same old DX9 chassis with some DX11 features bolted on. *sigh* Even PC-exclusives won't necessarily push DX11. StarCraft II, the biggest PC-exclusive game of 2010 doesn't even go past DX9. Civ V is nice but it's one game among thousands--and it runs fine on Barts anyway so it's clearly not pushing extreme tessellation.