Because you're wrong and it's not being culled, the water grid is present in all modes and only has something to do with tessellation when you get close to it and you have it enabled.
Lol, the presence of the "grid" is irrelevant. The mesh is only rendered in wireframe because
wireframe disables culling. That's why TR used it; the fact that it's there doesn't matter. The LOD'ing is irrelevant as well, since the culled water mesh (Which I showed is being culled with the screenshots) will never be tessellated in the game, regardless of your position. Unless you only play your games in wireframe or underneath the map...
There is no performance hit from it, there's not a lick of evidence, just crap being posted on the internet by clueless people.
There's overall tessellation performance, negligible change. The CE does it very well.
That mesh is absolutely culled, it's such a basic engine feature I don't get why I even have to explain it. Once again, anyone who disagrees is free to provide some evidence, it's been 2 years and still not one FRAPS comparison, not one person has been able to prove it with the SDK; because you're wrong and it can't be done. There's irrefutable evidence that it's being culled and that its presence doesn't matter, but the tin foil hat club keeps repeating their mindless babble and never comes up with anything, just wrong opinions.