This is the whole point of Nanite (clustering-tech). To make the cost of the screen be independent of object/triangle-count and make it a more fixed/consistent cost from frame to frame.
The benefit of which is that as complex as you might want to make a scene, nanite meshes will eventually ‘top out’ on cost, which can a) be used to use higher-fidelity assets at a fixed/reduced cost, and b) free up cycles to spend on other things like lighting or higher-quality non-Nanite meshes.
When mature, Nanite will (essentially) obviate the need for tessellation.
And this is coming from a guy that wanted to go all-in on tessellation and landscapes; it’s a boondoggle for the cost. Nanite will be much more performant.