I feel ya on the tessellation, my company was using it on skeletal meshes to improve blendshape extreme deformations, we don’t do videogames, we do animation and sometimes is very important to have that extra geo on a close shot. The only help we received from UDN was, hey use more polygons on your models.
So now the rigging team and animation is suffering as hell for performance and we are implementing a LOD system to solve a problem we did not have before