I see that many people are now talking about tessalation and how it will change the future of graphics in games. Yeah, the effect is really cool but it’s very demanding for graphic cards to make real time in games. So what you think about this method what I’ve now started to use. I “bake” tessalation to object in 3d Max using displacement map, then export it to ZBrush where I just reduce the polycount. After that I just import it back to Max, UV Map the object and export it to FBX. Then just import it to Unreal. I’ve also found that this is not demanding at all for computers to handle.