My point is, decompression isn't about getting roughly the same thing out of the original mp3/stream of data, it's about getting exactly the same thing bit for bit, no matter if you decompress on your ipod or your PC. You can't just decompress your data a bit or decompress more than there was before you compressed it. The only point where you can influence the amount of data is while compressing it.
Whereas Tesselation can tesselate a bit, slightly more or even more. You can influence how much data you want to handle in a much later stage if you wanted to (e.g. by reducing the tesselation level if the scene complexity increases, should be technically doable even if it's not done yet). You can even create more data than there was originally.
Also, DX11 tesselation does not specify a specific hardware algorithm of how to tesselate afaik. The implementation may vary just like the implementation of AF or AA may vary, which may lead to different results.
You are interpreting compressed data wrong. An "MP3 sphere" takes the original, seamless "sphere", and cuts out enough polygons that it looks close enough to a sphere for the human eye to say "yeah, that's a sphere". An "MP3-128" sphere is pretty obviously blocky, an "MP3-320" sphere is pretty hard to tell apart from the seamless sphere. Just as in music, this is "slightly more, or even more" compression.
In a song, any MP3 does NOT reproduce the original exactly. It is
lossy, data is lost. It is an approximation. It is not the same as the original.
With tessellation, you are essentially creating new data based on instructions. This is like saying "given this 50x50pixel diagram, and based on the fact it is an image of a man standing on a house, draw me a 500x500pixel image". This process is performed mathematically through an algorithm, and the end result uses less data (only 50x50px plus instructions) compared to what a 500x500px image would take.
MP3 is the equivalent to saying "eh, the man is too small so we don't need him, the sky is roughly a blue blob, the house is a big rectangle, let's cut all of that detail out". It loses detail, and hence it's 500x500px image uses less data than the original 500x500px image.
Each gives you a large image in the end, it's just the difference between cutting out details and adding details. In this case, adding details can save you tons of work, and tons of time, at the cost of processing power.
i am sorry but I dont think your definition is a good one at all. I dont know any game that is using tessellation to save bandwidth although i am not arguing that it could. I am saying that you could be missing the many possibilities tessellation brings. if you keep that limited view.
The current application in gaming is very limited and doesnt offer us anything much that couldnt be done in traditional ways but tessellation doesnt have to be limited to this and could be used for much more. That is really my point. I think that tessellation can be much more useful than "compression" although its usage in games have been very limited up into this point. I believe as long as it is an afterthought add in feature, its never gonna amount to much. There is so much more that can be done if we integrate it into games on an interactive level.
I don't think your definition even exists, I can't recall you stating anything that tessellation is actually possible of doing that hasn't been done yet.