Unigine is a demo of a DX11 engine using DX11 features. It's obvious that the visual quality is greatly enhanced when you run DX11 with all features enabled. What isn't obvious is the performance hit one would take should the same scene be rendered using more traditional methods. What you're asking is that the benchmark be designed to highlight the performance benefits of DX11 to the layman, which isn't what this benchmark is meant to do. It's just a demo of a DX11 engine, whose main goal I imagine is to be sold to developers.
Despite of your believe, the point of Dx11 is to increase performance. SM5 extended the support to Object Oriented Programming to HLSL, very similar to C to C++. While things written in Dx10 will run in Dx11, the effects are miles apart. In short, it really isn't backward compatible. To utilize Dx11, things must all be writting in the OOE environment, which Dx10 can't support. To be able to make it look like it is backward compatible, 2 sets of code is needed. However, SM5 should, in theory, reduces memory usage, reducing traffic through RAM and buses, thus allow GPU to process more, which leads to increase in performance.
Tessellation has been in gaming for a very long time. Because tessellation is expensive, it is better to have objects pre-tessellated than to do tessellation on the fly. Both of these existed before Dx11. The problem of tessellation on the fly is it is a "trade off" from performance. Hardware tessellator is used to reduce the time it takes to do tessellation on the fly. By doing tessellation on the GPU, CPU will than be free and data through PCI-E is reduced, and since CPU/buses is usually the bottleneck, it is possible to do tessellation on the fly without hurting FPS with Hardware tessellator within a GPU. Now their may be a breaking point on the degree of tessellation before it starts to hurt FPS, but that is missing from the demo. Hardware tessellator existed in ATI hardwares, just not being used. As most of you already know, it existed since HD2000 series.
Compute Shader also increases the utilization of GPU, offloading computation from CPU and thus reducing traffics, and therefore increasing performance. Besides that, Dx11 also increase the number of threat it uses from 1 to 3, allowing more cores to be used, and therefore increasing performance.
So if there is no performance gain, then Dx11 is a hype. In theory, Dx11 is 300% faster than what is written in Dx10 if it is CPU dependent. I am not using that, I saw 100% slower in practice. It is suppose to be able to render objects as fast but with much less memory usage. I am not seeing this as the image of Dx10 looks like sh*t to begin with, comparing orange to apple. CPU, GPU and memory usage is completely missing.
While Unigine's demo may be attractive to laymen, it is next to a joke to those who really know stuffs. And yeah, Dirt 2 support Dx9 and Dx11, but not Dx10. Backward compatible? Memory usage between Dx9 and Dx11 is more or less same. Performance hit? Like a truck. Go on.