Not this BS again.
You cannot "tack" DX10 onto DX9.
You cannot "tack" DX11 onto DX10.
This myth (tacking on stuff...) really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really needs to die.
Fact 1:
AA + Deferred shading under Dx9 was made possible through "tacking" Dx10 onto Dx9.
Fact 2:
Dx11 is backward compatible to Dx10, meaning tacking Dx11 onto Dx10 is possible as long as the hardware supports Dx11.
Insight:
The differences between Dx11 and Dx10 is small, but the difference between C++ and C is also small. It isn't about APIs, it is the way those APIs being used. Dx11 allows Object Oriented Shader Programming and compute shader, which is something DirectX lacks. Both of these are NOT backward/forward compatible. To utilize this, source code must be rewriten, not rebuild or recompile, but rewriten, which probably takes years. If it takes years, then why are there so many Dx11 games? Tick, by adding tessellation onto a Dx10 game and bamp, a Dx11 game. It is true? No, but Average Joes think so.
Fact 3:
World of Warcraft: Cataclysm, which is still a Dx9 game, was made possible by rerouting the codepath(D3D11), utilizing SM5 on Dx11 compatible cards, and SM4 on Dx10 compatible cards, allowing much better performance.
Insight:
It crashes on some system/setup during startup, but when it does, it removes resets the codepath and start the game, and user probably didn't know it happened.
My thoughts:
As of now, we all experienced a drag in FPS from time to time while neither GPU/CPU is at 100% load. If OOSP is implemented correctly, in theory FPS will always be at a given number plus/minus tolerance. If an object can't be processed in time, that object will lag, but not everything else. Objects that is important will have the highest priority, while trees miles away from the viewport can wait. Saying we are years away from that is actually being optimistic.
PhysX, or physics engine is just the beginning to OOE. The idea of changing the magnitude of its effect is a step forward. You can have multiple browser running, anyone of them get stuck probably won't others as long as it doesn't block resources needed by other browsers. You knew this by now, but have you ever question why this isn't happening in gaming? It does in MMO when your friend's FPS doesn't affect you. If MMO servers can stay alive while any individual client gets stuck, therefore not hurting other clients. Great, that happens in the big scale, what about the small scale? Within your PC?
The big thing about Dx11 isn't tessellation. In fact, tessellation is the least Dx11 can bring, so why was it such a big deal now? Because other than tessellation, developers still can't unleash the potential about Object Oriented Shader Programming. Can you blame them? No, it takes years of preparation and lots of money to start from sketches, and it may end up failing miserably.
"Okay, so what is the resolution?" Tick it, a bit at a time. Allow those who doesn't have the gears to play, and those who have the gear experience a bit more. "But that is far from its potential!" That is fine. "What if users complains?" If a tree falls where no one is around, then it didn't make any noise.
"We need to adopt new technologies, but there are so many of them, and some of them are actually the samething with different names, how do we solve this?" Tick it, a bit at a time. "Which one first?" The one that cost the least and makes the loudest noise.
Nvidia takes every single opportunity to show that they are ahead of AMD, and AMD digs every single flaw Nvidia has made. Those are marketing, not hardware, not GPU, but PR craps. Be it Nvidia or AMD, their high-end card rocks. They ain't the same, but they do worth the price. It is a business decision on what technology to adopt, the rest is PR. The bottom line, Epic implemented new technology into their engine, and to us, it is free.
Edit: Removed things that has no values.