Subdivides surfaces so displacement and curvature can use more geometry.
FPS
High
Visual
High
VRAM
Low
CPU
Very low
Latency
None
What it does
Subdivides surfaces so displacement and curvature can use more geometry. Cost rises with scene coverage and subdivision level.
Games may also call it: Tessellation Quality, Hardware Tessellation
Decision guide
Lower it when
Lower it when the GPU is near full load and the game cannot hold the target frame rate.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
On handhelds, reduce this one step at a time and retest at the same TDP, resolution and upscaling mode.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
Cost rises with scene coverage and subdivision level. This score is an editorial cross-game estimate, not a measured result for every engine.