yes its been watched, but it hasn't been played. The tessellation uses pre determined factors and is not adaptive. Lack of adaptive tessellation means the gpu will have to constantly render everything at a micropolygon level which would be insane and would certainly not be in a playable state. However flip adaptive tess on and you've got a perfectly good to go interactive demo.
http://www.geforce.co.uk/whats-new/...k-samaritan-and-the-future-of-graphics-page2/
"In the Samaritan demo, the protagonist’s face "blends between three different stages that adjust the shading and displacement over time," explains Mittring, and to "expose the details of the texture used in the displacement map, we used higher tessellation levels." NVIDIA’s Dudash continues, stating that the tessellation was achieved through the use of the Flat method, which is the fastest, "because we don’t do complex math for splines or other elements," and that the level of tessellation was set to factor six when he transforms.
"This works for the demo," explains Dudash, "but in a normal game situation, you will want to use dynamic tessellation to reduce the tessellation factor when objects get farther away from the camera, or are not seen. In Unreal Engine 3, enhancements will be added that enable this dynamic tessellation," which will help to dramatically improve performance in a scene, and pave the way for full-screen tessellation of every object.
This is the standard Tim Sweeney, Epic’s CEO and Technical Director, sees the industry moving towards over the next however many years."
Obviously if they have utilised epic's now current tess standards then its all good and i've no doubt a real time playable demo is available. Would be an awesome achievement for game development. I just didnt see anything listed about it at the nvidia conference mentioned.