This process uses three new stages (Hull Shader, Tessellator, and Domain Shader) to dynamically subdivide simple geometry into highly detailed surfaces. Instead of a character’s cape looking like a flat polygon, tessellation allows it to fold and wrinkle realistically without crushing the system's memory.
// Create device with D3D11_CREATE_DEVICE_DEBUG (optional) D3D_FEATURE_LEVEL requestedLevels[] = D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 ; D3D_FEATURE_LEVEL supportedLevel; D3d11 Gpu Feature Level 11.0 Shader Model 5.0 --FREE