Hi,
There are examples of using OpenSubdiv's support for screen space adaptive HW tessellation in the example viewers, e.g.
examples/glViewer and also in
OpenUSD's Hydra Storm Renderer (which currently has support for OpenGL, Metal, and Vulkan).
The example viewers are relatively straightforward, while the Hydra Storm implementation is a more complete example of how to integrate HW tessellation into a full featured viewport renderer.
As you might expect, there are many factors to consider when adding such a feature to a renderer, and happy to help answer specific questions you may have after taking a look at those examples.
Thanks!
-David