Tesselation seems to be directly correlated with displacement which is awesome except when it doesn't detect enough displacement and creates geometry distortion.
Here is a picture of what I mean:

In the circled areas, you can see where the model is not getting enough tesselation and looking weird.
Here is the same material with just the normal map:

It's not the displacement map that is the issue - here is a shot with displacement in toolbag

Finally I decided to increase the displacement distance and taht seems to have added tesselation geometry, but the object should not displace this much:

Is there a way to manually adjust or compensate tesselation? The renderers I've worked with in the past - Modo internal and iRay, have a value in the shader that can increase or decrease tesselation as a type of multiplier.
If not, is there another solution to this problem?