Your comments

Well Joachim, I think you are wrong. The first point is to avoid heavy loads, and to optimize characters rendering speed. So, first the fbx files will be much lighter, without unnecessary polygons that will be generated by tesselation. Second, as far as I know, DX11 tesselation is hardware optimized, so the polygons that will be 'added' wil be rendered very much faster than regular non-optimized polygons. So it's obvious that we can achieve, with much lower polygon count, better looking smoothed characters.