Complete renderer library perhaps
We'll never get it. But! I will be pretty happy with rendering techniques papres! Really wish to know more about "how Skyrim is rendered"))
Tesselation support would -require- new mesh assets.
R u sure? As far as I know, it would requie just 1 new asses per object - displacement map, which could be easily generated using normal maps, that should be in the assest in release.
Geometry shader eats that map and generates new tris within borders of older ones, UVs are interpolated between verts. Then vert shader eats new data and repform projection. Then pixel shader eats projected pixels and fill them with color. So, it's all done with just one run _while_ object is drawn. Where's the problem?
there are normal maps in use, there is -already- a form of software tesselation in use
Lolwhat?! Normal mapping is just a displacement of texture coordinates reading + lightning applying, NOT a tesselation.
Tesselation means creating as much new polys to detail surface, as you want (until you hit low FPS barrier). Normal maps are to create fake for this.
Cheer me up, run in wall.
As far as I see, the only possible barrier is compiled shaders instead of sources, written on HLSL/GLSL/Cg in game assets. And locked packing, sure))