There is no clear answer to your question. It depends entirely how your data is organized.
Something to keep in mind:
Quadtrees work best for data that is mostly two dimensional like map-rendering in navigation systems. In this case it's faster than octrees because it adapts better to the geometry and keeps the node-structures small.
Octrees benefit if the data is three dimensional. It also works very well if your geometric entities are clusterd in 3D space.
The benefit of Oc- and Quadtrees is that you can stop generating trees anytime you which. If you want to render graphics using a graphic accelerator it allows you to just generate trees on an object level and send each object in a single draw-call to the graphics API. This performs much better than sending individual triangles (something you have to do if you use BSP-Trees to the full extent).
BSP-Trees are a special case really. They work very very well in 2D an 3D, but generating good BSP-Trees is an art form on it's own. BSP-Trees have the drawback that you may have to split your geometry into smaller pieces. This can increase the overall polygon-count of your data-set. They are nice for rendering, but they are much better for collision detection and ray-tracing.
A nice property of the BSP-trees is that they decompose a polygon-soup into a structure that can be perfectly rendered back to front (and vice versa) from any camera position without doing an actual sort. The order from each viewpoint is part of the data-structure and done during BSP-Tree compilation.
That's btw the reason why they've been so popular 10 years ago. Quake used them because it allowed the graphic engine / software rasterizer to not use a costly z-buffer.
All the trees mentioned are just families of trees. There are loose octrees, kd-trees hybrid-trees and lots of other related structures as well.