4745454b :
One of the claims I heard people make before the benchies came out was DX10 was going to run code faster. I kept asking people how/why?
It does, but then people add effects, they don't just do the same thing and give everyone 20 object at a 90% speed boost, they decide to render 100 objects at the same speed (or slower on some cards). The technology promissed speed increases like those we also saw in AC and ANNO but the devs tended to instead think it would be cool to render each Frickin pebble instead of doing a pebble strewn ground texture, which is not impressive except to another dev, and neither improve IQ much, nor improves performance. Also with the half-implementation alot was left on the cutting room floor especilally since the G80's geometry performance was terrible, and thus the geometry shader instancing was rarely imlemented for more than simply basic effects.
Just because its a newer version of DX doesn't mean its going to change the world. A great example of this is the FX series from Nvidia. They could run DX8 code just fine, but choked horribly as soon as you asked it to do DX9. Its more intensive, it will require more power to run.
That's a terrible example, the FX series was designed primarily as a DX8.1 card, not a DX9 card, and it ran DX8 & DX9 FP24&32 very slowly. It was an inefficient design that asked coders to go away from the standard and to code a wide path 2x2 instead of longer as asked for in DX9. They changed outside of spec, not inside of it, and it wasn't DX9's fault for the slow-down it was the FX's design's fault, which made sense if they were the only game in town or to market first and able to dictate development.
I think the biggest problem with DX10 is/was the massive shift. DX9 was similar to DX8. DX10 was a whole new thing, new OS, and new drivers. Its going to take time for everyone to catch up. We are now reaching the point where drivers have matured enough to not cause a performance hit running DX10 code. DX11 will continue with this.
Except in this case the hard part is done, the shift to Vista / 7 is well under way with it on most new PCs; and the DX10+ hardware is already out there, When the DX11 hardware hits, there's no waiting for SP1 like last time, WDDM drivers are mature, and really the focus of the IHVs more than legacy, there's also less of a split this time too, going from 10->11.
It'll be a while before games fully utilize the resources they have, but that's been the same for every DX and OGL launch, rarely using 1/3 of the available new features for at least a year or more.
The main thing is what's worth the time and effort, both to devs and players. The DX10 stuff in Company of Heroes got alot of hype, but it was a pretty crap example / implementation of the benefits of DX10, simply increasing the load and then doing that a little faster resulting in an overall performance drop with little difference in IQ.
With DX11 it could be ground-breakingly good (a step beyond AC, etc) or simply replacing code and making it 10% more efficient or just more 'busy' resulting in a 'who cares ?!?' result again.
Tesselation and Compute Shaders offer the most IMO, but they also don't offer as wide an install base if fully implemented; like you can still do Tesselation ala HD2K-4K with the DX11 hardware, just by omitting the Hull and Domain shader requirements, but you don't get the full speed potential or same level of geometry amplification, also you can run computer shaders with a few less requirements (like single precission so that the HD2K and GF8&9 series can participate [HD3&4K and GTX can do DP], or Fetch4/Gather4 which is already implemented on all ATi HD cards, etc). So do you implement full blown Tesselation in the first year or 70% of it? Compute shaders compatible with the ATi HD cards and nV GTXs or limit it to SM5.0 compute shaders? Finding that balance will be important, because both are easy, just decisions that need to be made, and might affect the wow factor. It's still useful, but maybe not as impressive. But the ease of implementation at least makes it more feasible to get it up and running than before.
The main thing isn't just that it's using all DX11 has to offer right away, it's getting it out there ASAP so that the clock to usability starts now instead of later, and until it becomes anywhere near a killer-must-have-app, in the meantime, just like before, they're going to be some of the fastest DX10 & DX9 pieces of hardware out there, which always makes waiting easier, instead of having to chose to give up performance to get features.
Even as bad as the FX and HD2900 series were for their respective generations, they were still faster than their predecessors at the the previous DX generation games in the vast majority of situations with rare exception.