Define correct tessellation.
Nuff said, no wasted triangles. No sub-pixel triangles. It was addressed in the article that started this thread.
AMD's take on it:
http://blogs.amd.com/play/2010/11/29/tessellation-for-all/
also
AMD has demonstrated to Ubisoft tessellation performance improvements that benefit all GPUs, but the developer has chosen not to implement them in the preview benchmark. For that reason, we are working on a driver-based solution in time for the final release of the game that improves performance without sacrificing image quality. In the meantime we recommend you hold off using the benchmark as it will not provide a useful measure of performance relative to other DirectX® 11 games using tessellation.
Also for anyone who knows how tessellation is implemented it's much harder and time consuming to overtessellate an object than to do it right. That's the reason why the DX11 patch was postponed, they needed time to tessellate the cr.p out of it.