What I've been pondering on lately is the following:
Everyone seems to be assuming that AMD is going to rectify their geometry performance and best/match/come close to what Fermi is offering.
There are a few arguments that make me wonder if this is really a priority at AMDs.
First, they seemed to be quite content with the tessellation performance, when designing their top three chips with the same ff-hardware. And arguably it doesn't seem like a major bottleneck in currently shipping DX11 titles (yes, actual games that is).
Second, Nvidia was pretty long rumored to be doing "soft-tessellation" implying rather lackluster performance. Now, obviously I don't know if AMD itself was misled by that also, but since even semiaccurate and before that the inquirer kept trumpeting how abysmal GF100 was to perform when faced with DX11 workloads, I'd consider the possibility at least.
Third, Nvidias geometry performance wasn't really something to boast about before Fermi. IIRC before the new architecture, Nvidias chips were capable of 0.5 drawn triangles per clock, whereas at least higher end Radeons could achieve a theoretical ratio of 1.0. This also doesn't really point into the direction, that the Santa Clarans were about to invest really heavily into this area.
Fourth, according to Nvidia, the distributed tri-setup and raster grew the whole GF100 chip by 10 percent. Now, that's probably marketing, but I tend to believe that it wouldn't be quite as cheap as single-digit square millimeters to incorporate that feat. Talking of which, they seemed to be quite proud of having succeeded at all, so it's probably no minor task you can throw in into a largely defined chip.
The question I am asking is, how likely it would be that AMD is willing to invest major ressources into a feature today mainly used for Unigine, Stone Giant and some SDK samples. I really cannot assess how upcoming games are going to really stress tessellation performance, but out of the few currently available DX11 games, I think Battleforge and BF: Bad Company 2 don't use tessellation at all.