Ugh. I've already seen those very same slides. Note they don't even explain why converting the normal map "failed". Especially in regard to my Oblivion example having existing assets for use in tessellation, I never said anything about it looking
pretty. But converting into a height map from normal map is more than possible, as the slide shows. But they fail to explain why it "failed".
Secondly, I never said anything about adding tessellation to Skyrim
after the fact. They would be building their meshes to support all renderers, including DX11, and their normal maps could serve as height maps just fine. If they wanted to however they could bake displacement maps from their original sculpts in zBrush and easily add those assets into the PC version. And on top of that tessellation can use a "density map" to focus on specific areas to tessellate, if they wanted to make those.
apparently converting tangent space normal maps to displacement maps for tessellation produces less than ideal results.
Doesn't mean it can never work for anybody. And in response to their "UVs were set up incorrectly for displacement"... those UVs are UGLY and not artist friendly. Yes, artists use them but you should use nicer UV mapping. We don't know what type they are using on Skyrim. If they use zBrush for a lot of their character modeling, they should also be using UV Master to create artist friendly unwraps. The "issues" the slide brings up (which is from the Gamebryo makers, btw, hah!) are more for complex meshes. If we're talking about simple walls/terrain/etc. there is going to be little of those issues. Simply making the flat surfaces of objects tessellated would improve the look so much.
EDIT:
Oh, and their constraints for the project were hilarious. 1 month, 2 programmers, only 1 of them programming for tessellation. No wonder they couldn't get everything done.
I'll also clarify my statements above by saying that when I said "pretty" I mean "perfect". All forms of bump mapping have their artifacts. With bump, normal, and parallax occlusion, they all have silhouettes/edges to deal with. I'd take some seams in tessellation on non-optimal meshes over parallax occlusion mapping. Not to mention POM is hideously expensive for the effect. Tessellation is cheaper.
Edit #2:
They should also have no issue implementing PN Triangles tessellation or Phong tessellation. That could at least smooth out some of the very low poly geometry.