Wouldn't the meshes have to be made specifically in mind with tesselation for that to work? Or something like that? Sounds unlikely that you can just say 'tesselation on!' and stuff magically starts looking better without any other effort.
Partially. You do and you don't. For one you need a height map, unless you're only using the old "TruForm"-style tessellation that ATI pioneered so many years ago. This is useful for smoothing organic meshes and needs no artist input. Modern day equivalents are PN Triangle or Phong tessellation.
Artist input may also not be needed if you already use bump or normal maps for all game assets. You could then convert the bump or normal map to a height map (basically no change actually as they all contain similar information regarding surface height) for use in tessellation. Then you can use the normal mapping for higher frequency detail like fine bumps, or a general noise to make the surface look even rougher.
The issues with this kind of tessellation are many-fold, however. You may run into artifacts such as holes and things, clashing vertices and so forth. This happens if the artist pipeline isn't already set up to support tessellation with proper meshes and height map generation. You generally want to, say, sculpt the higher detailed mesh in Zbrush, create a lower poly mesh, and then bake a height map from the higher detailed version. For non-organic (hard surface) modeling especially, you seem to need very specific meshes going into the tessellation process... That is, depending on the kind of detail being added. But usually you run into issues if your hard surfaces aren't gridded properly. Basically, you *can* add tessellation to existing meshes but it may not be the prettiest.
There is also the notion of "density maps" in tessellation which would require an entirely different map to be created, telling the tessellation shader where the most important detail is and thus where to focus its efforts. Tessellation after all does act as a continuous LOD system, and thus you should be telling the GPU to not bother creating thousands of polys on flat surfaces. This step is not required for tessellation, but the results without it would be next to useless for a realtime game. Without it the tessellation is too even and will focus on tessellating all the wrong areas, stripping the more crucial mesh areas of detail at the same time.
The models are already made, tessellation would just smooth the models, which is what we really want.
You may be thinking of [PN Triangle or Phong]-type tessellation, in which case I agree with you. But you may also think that generally tessellation always "smooths" the models when it is usually useful for the opposite. The most apparent uses of tessellation are for adding tons of detail to things which I think result in a rougher look. Of course you could also just mean "higher poly" but that doesn't equate to looking better unless the tessellation shader is told how to interpolate the added geometry between the control vertices. That is where stuff like PN Triangle tessellation comes in handy.
Tessellation does not require set meshes, that's what tessellation is good for is generating extra geometry to an object but it require a guide, which is just code that tells what dimensions the tessellation should stick to. You can add tessellation to any premade mesh, you just need to make sure to set the parameters.
See stuff above. Generally I don't understand any of your jargon... I've studied tessellation on a code and hardware level and I don't quite know what you're saying. I think the vague gist is that you think tessellation can just be added to any mesh, and you just need to write the shaders for it. This may be technically true, but means nothing if proper height data wasn't made specifically for the mesh in question, and even then if the mesh was not made with tessellation in mind you WILL run into artifacts if either the height map data is fairly complicated or the topology of your mesh is fairly complicated.
For one, if Oblivion's art pipeline is any indication... Just slapping on tessellation to Skyrim could be impossible to ugly to disastrous in scope. They use UV islands which aren't even compatible with tessellation, and even if they were would likely lead to gaping holes at every seam. Also, the UV islands usually only contain one half of a mesh, and are mirrored on at least one axis because most models are symmetrical on at least one axis. You must use more artist-friendly texture maps, where there is one UV seam and the texture wraps around the entire mesh. Even with one UV seam there can be holes or artifacts. Other than that the only things that could be tessellated "after the fact" would be terrain, walls, and some architecture... models that generally don't use UV islands, and have no complex UV mapping/wrapping/unwrapping. Usually models where the entire square texture is used for the map would be good candidates. Most everything else would be inherently incompatible with tessellation. Again, I'm talking about art pipelines that aren't made beforehand with tessellation in mind. We already have statements from Todd that tessellation is not in the PC version. Coupled with the fact that PC sales are a small minority of sales, it's likely the assets and the art pipeline are in formats beneficial to consoles. UV islands are an efficient use of space, and have a much higher amount of detail per filesize. The artist- and tessellation- friendly UV layouts are wasteful in comparison as half, 2/3 or 3/4 of the data can be redundant depending on the model's axes of symmetry. Meaning if they had to choose between tessellation-friendly assets or fitting more assets on an Xbox DVD, I would assume they'd still choose the latter.
Really, the only tessellation that can just casually be added to any pre-existing mesh are the "TruForm" types... and you can't use those on meshes which need to retain hard-edge detail... unless of course they're made
ala Pixar's Sub-D rendering where they employ different tricks to retain hard edges like multiple edge loops, edge densities, etc.
....
@ the OP:
"In the future" doesn't likely apply to Skyrim's lifespan as already pointed out, and thus the topic title (and topic itself) are a little misleading. This compounded with certain people stating elsewhere (most likely in long-closed threads) that just because Skyrim "supports" DX11, modders will somehow have access to tessellation leads to false hope.