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What does “landscape tessellation performance improvements” mean? Does it mean that areas with a tessellation multiplier of 0 won’t incur any tessellation cost?
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The landscape is broken into multiple lod levels with different vertex densities. It dynamically changes as you move. This new change turns off tessellation on all outer LOD levels (distant mountains, mid range stuff) so that it is like you have a tessellation multiplier of 0 out there with no performance cost.
An actual zero multiplier in the material still has a performance cost in the area where tessellation is still turned on (the nearest LOD).