TG Daily: That backwards compatibility suggests that it is the same as DX10 API had for DX9 GPUs?
Unangst: What you are going to see is functionality in DirectX 11. For example, things like being able to support better multi-core, multi-thread machines, using multi-core in a more optimal way. We can now put multi-thread optimization into the API itself. Those benefits will be available whether you're running DirectX 10.0, 10.1 or 11 hardware. Ideally, once we can see all the driver optimizations, all the things that need to happen over time, we do believe that because of addition of things like multi-threading and better multi-core support, you are actually going to see some performance improvements even on existing hardware. That is the goal and that is what we are hoping to achieve.
The other thing is, even though this is a good overview, there are other key technologies that we are adding to DX11 - things like a compute shader. The compute shader allows you to use the GPU directly for non-rendering purposes, using a GPU in a GP-GPU way. Tessellation is also a big add-on. Tessellation is a super-set of something that was debuted with the Xbox 360’s ATI R500 Xenos GPU. Trust us, there is plenty more to come. Tessellation will work on compatible DX10, 10.0, DX11 hardware.