Win 10 x64
Nvidia GeForce GTX 960M
Testing out the experimental geometry tesselation I found that using the tesselation in combination with a normal map results in an completely black object. I'm not sure if it is supposed to work this way, but I'm certain that it is not..
Open the .blend and enable viewport rendering
Or from a blank scene:
Enable experimental feature set->add material to default cube-> in the material settings under displacement set to true or both->add subsurf modifier and set to adaptive->add a normal map in the node editor, plug it into a normal map node and plug that output into the normal slot of the shader