JordanN
Banned
I don't think the tessellation in 360 can really be called the same as the one in PS4/XBO.The 360 even had tessellation (and I think Cell could manage it too). They just all the same stuff more efficiently.
I assume the practical purposes of it are going to be much more widespread. Oceans, characters and objects will all be tessellated or use displacement maps on the fly thanks to the hull and domain shader.
And I'm not even talking about using those shaders to do stuff beyond polycount. Something like the fermi hair simulation comes to mind.
Edit: Tessellation under DirectX11 is programmable whereas older ones are fixed. That's actually quite a difference.