I just wanted to tell you that i've just implemented tessellation support into Alimer engine and Ogre3D too using DX11 (OpenGL is still WIP but will be supported soon)

It supports triangle, quad and isoline domain with integer, fractional_even, fractional_odd, and pow2 partitioning.
The engine automatically increases tessellation factor based on camera distance (some king of LOD).
I'm going to port some tutorials from here: http://developer.nvidia.com/nvidia-grap ... 1-direct3d, specially terrain and FFP ocean with compute shaders

Video here:
[youtube]0hTd1UbkDjE[/youtube]
Hope you like it.