DX11 Tessellation leads to crack on edges

Is there approach to connect common edges when use displacement map in tessellation shader like it makes in CryEngine3? It is very important to use tessellation with tiled seamless texture. At the picture you can see horizontal seamless texture applyed to mesh, but corners is broken because of displacement map. Thank you in advance.

You need to have the smoothing/tangents match on the different portions of the mesh, because the displacement is along the polygon normal.

Please, tell me what I have to do?