Lets all be honest, untill ATI catch up Nvidia with tesselation(May of already) it is not going to matter to pro ATI people, and of course vice versa!
It doesn't really work like that though. Currently it's only being used as a gimmick to enable such things as "we're faster and better than you" and "you're doing it wrong".
Tessellation currently isn't being used well though, it's currently just a checkbox feature. You could increase image quality quite a bit in games with even moderate tessellation usage.
For example take the Bioshock Big Daddies, they have a fair amount of "segmentation" visible, more so in the areas that are rounded or curved.
For example, in that image you can see a lot of segments in the rounded areas, the drill arm, knee pads, brass fixings, and the metal guard around the helmet, with mild tessellation you could turn up the segments enough so that you would no longer be able to see the segmentation, but not have insane polygon counts, it's totally unnecessary. That's what AMD's basically saying, use what's necessary, and have it so the tessellation level decreases as you get further away from an object.
Currently, tessellation seems to just be all or nothing, insane polygon counts turned up to level 11, that would look no different to tessellation say at "level 2". It's just a waste of time, it needs to be done right to look its best. Heaven for example is just one of those things, the level of tessellation isn't necessary at its highest setting, a lot of the detail could remain at a lower level of tessellation.