Err, tesselation basically just gives automatic level of detail, and requires less memory/memory bandwidth to acquire the same level of detail.
I wonder how the benchmark would run on a dx10 card if they just upped the level of detail to max on everything all the time, or even implanted a cpu LOD (possibly with multiple models).
Current top end graphics cards are already capable of way more polys than games are pushing, but low end hardware keeps that back. I guess tessellation would allow for more scalability from low to high end hardware, but it requires games to specifically target dx11 before it could work. That, or just limit dx10 cards to a lower level of detail, which could be one of those tragic truths that happen.
Just check out the Dirt 2 and Alien versus Predator tessellation demos. Without tessellation, there's a rather pathetic level of polygon detail (perhaps at the level of the xbox 360 and ps3?), but turn on tessellation and suddenly they become graphical powerhouses. It'd be nice if Microsoft programmed some kind of fall back to the geometry shaders on dx10 cards, it wouldn't be as fast but as least some level of support would be nice.