Tessellation through geometry shaders can be a lot of fun, as it is a relatively underused technique that can really make our graphical effects stand out from among the crowd of games that use only the most common effects. However, it can contribute enormously to the amount of processing work taking place in the frontend.
There aren't really any simple tricks we can exploit to improve tessellation, besides improving our tessellation algorithms or easing the burden caused by other frontend tasks to give our tessellation tasks more room to breathe. Either way, if we have a bottleneck in the frontend and are making use of tessellation techniques, we should double-check that they are not consuming the lion's share of the frontend's budget.