Landscape Tessellation Issue

The is not so much as the optimization of triangles on screen based on the tessellation (which is common sense to watch out for) but more so an with how unreal is treating it under the hood. As mentioned before here, you will see similar frame drops with nothing tessellated and having just the “tessellation on” on the material vs tessellation on and triangles on screen. This could also mean that any LOD tessellation on screen (such as tes based on camera distance) may not have a significant impact in gaining performance since somehow unreal is assuming the entire mesh is tessellated or something like that. It just needs a second look at it and if they can improve additional performance it would still be helpful because right now its oddly heavy even if you have moderate tessellations around a certain distance from the camera.