That's an interesting approach to the problem. You could say that if Tessellation wasn't in the plan, then there already would of been more polygons given to these surfaces the old fashion way.
When the target platform is consoles, where polygon optimisation is still a good way to improve performance. In realtion to what we have seen in the trailer and screens thus far, the texture and poly density of meshes is intentional, and probably accurately portrays the final on screen look. Thinking that those assets look like they aare made to require tessellation to look right is wrong because that's the textures and meshes that is going to be on the xbox.
In short, what we have seen is how it's
supposed to look.
As Todd says they will be looking at PC specific features later in development, I find it very unlikely that any character, creature, or clutter is being tessellated as of right now in game. The reason being is that those assets need to be developed from the start with tessellation in mind< There are a several things such as face normals and UV seams that need special attention during creation or else it may tear or displace incorrectly, And in my mind they haven't yet done anything about that , perhaps the engine is already DX11 capable, but the majority of assets I feel have not bee developed to tessellate.
Some may argue that since they have access to all the base files then they can get displacement maps out and change UVs and what not to make the assets workable with tessellation, yeah they could, but if they do 1 outfit or creature they will want to do them all for visual constancy, I can't see that not being the case with BSG, and that could be be a lot of work as character assets are fairly complex meshes and have complex UV layouts. Plus if they did so, they probably want to change their LOD system.. so it's not as simple as flicking on a shader flag. assuming it's even in there. :shrug:
If tessellation is even worked on at all, tessellated objects will only be those that would imo have otherwise been using a parallax map shader, so your basic rock, stone wall, roof tile and cobble and the like, Mainly because it wouldn't be too much trouble to have working assets and will still have a large impact visually. even that would be pretty cool