Tessellation is going to be a big step forward, though I wonder how much it will weight on current hardware... it is already supported in OpenGL, but on 3D apps framerate is not as big of an issue. Maybe they'll find some optimizations for coping with UV artifacts as well.
Why? Microsoft always kept an eye on compatibility, and anyway as far as I know DX10 already implemented successfully a software layer for older DXs.
..I cant say for sure, but does that mean (rising DX11) that B3D going to die with it?
Why? Microsoft always kept an eye on compatibility, and anyway as far as I know DX10 already implemented successfully a software layer for older DXs.