Tesselation needs to come back, desperately

I think as of now this is probably more accurate to the reality of it, where 60FPS is a better/best-case-scenario, rather than the expectation under even the highest of computational stresses.

On topic of tessellation, I think there is a user-created sentiment sometimes that UE5 is so powerful it just rendered tessellation/displacement obsolete. But after testing WPO, POM, and Bump Offset alternatives, it really appears more and more that UE5 wouldn’t be powerful enough to incorporate Tessellation and Displacement, and all their animatable material features, in all elements of its paradigm. Thus any mesh-altering overlap with Nanite made it an expedient reason to deprecate them.