If you mean 'wong' as an expression, then the mistake is far worse; you've made nonsense.
Anyway. I've already stated the advantages of DX11 over DX9:
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DX11 allows for higher frame rates through better optimization, and tessallation is a major part of that optimization. Instead of the jarring LOD's we have now, we'd have textures that would tessallate into view.
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the difference in favor of DX11 is huge in terms of performance and graphics. The separate versions would give Vista and 7 users full use of their equipment, and the improved graphics could be enough to warrant another ad campaign.
I can put those together into one tidy essay, if you'd like:
DX11 is far superior to DX9 in the fields of smoothness in gameplay and graphical fidelity. Tessalation gives better smoothness because instead of requiring the front-end to load all the possible levels of detail, it uses a simple repeating program to smoothly increase the level of detail as the player nears the object. This increases frame-rates, but it's not done smoothing out gameplay yet: DX11's tessalation also removes the jarring shifts in detail that players experience when they approach an object (see above). These qualities allow DX11 to improve performance, and thus allow players to enjoy higher graphical settings, which can be increased even further with the higher polygon count availible with DX11.
Just as more semiconductors can fit onto a silicon chip every year, so do more polygons fit into a single degree of view. This occurs with all rendering software as hardware improves. The increased detail, especailly visisble on the cobblestone path, increases immersion and realism. Due to tessalation, this increase does not necessitate hardware upgrades or lowered framerates. Rather, this is as close to a free lunch as it gets. If HTC can produce multiple versions of its software to take advantage of DX11, then it will allow players with later hardware to take advantage without changing gameplay.
A good example of this zero-gameplay-impact is the rendering of trees, fire, and muzzle flash, which currently consist of two perpendicular polygons with overlaid textures. With DX11, these polygons could tessalate into simpler versions at longer distances instead of creating a massive drop in performance instantaneously. Furthermore, with the later hardware that usually comes with later software such as Windows 7, there could be even more polygons (perhaps 4 or 8) or even particle physics. The opportunities are endless when DX11 is availible. This would not impact gameplay because fire does not ignite other things, and nicer looking fire does not change a former deadbeat into an ace.
Though the effort would be great, the impact would be even greater, and the new-and-improved graphics would make AH2 a far more beautiful game. Furthermore, the upgrade would be optional for all users, just like the Hi-Res texture pack.
-Penguin