Enabling DX11 IS optimization for those users who have the hardware that can support it. Stuff like ambient occlusion and cloth effects are able to be rendered with less strain on the system.
Take a case like WoW: Cataclysm, where you can run the game in DX11 mode. It looks exactly the same, but the game takes advantage of DX11 to more easily render certain things and boost your framerate: http://www.tomshardware.com/reviews/...ce,2793-7.html
It won't help everyone, but it's something.In what almost seems like a stroke of irony, it looks like the folks most likely to see big speed boosts at the hands of Blizzard's DX11 code path are the ones with fast processors and near-overkill GPUs. If you built your PC with balance in mind, there shouldn't be as much room for API optimizations to augment performance beyond what you're already seeing. With that said, I've been passing this DirectX 11 flag around to a number of friends with lower-end Core i5 and Core 2 Quad configurations, and they're all seeing roughly 20 frame per second performance boosts. So long as your GPU is DirectX 11-capable, there's a fair chance that enabling Blizzard's code path will at least do something for your gaming experience.
What confuses me is that one of FF14's main selling points is the pretty graphics. The only games that are designed with DX9 only are old games, or games that don't have graphics as a priority.
Anyway, here is an example of how DX9 is denying the game of features -
A user on the JPN forums asked if we could have capes. This was the dev response (I don't believe it was ever translated here):
Unfortunately, implementing capes is difficult, and we have no concrete plans for them currently.
Capes would of course need to be fluttering and waving, but to to so would require a large upgrade in the game specs and we decided that it would be impractical.Let me clarify what I meant:
It's not that fluttering and waving are impossible, as you can currently see such motion on equipment like skirts.
It's just that capes are large, spanning from the shoulder to the hips, and the model data required for rendering such a large area with fluttering and waving would be too high an increase to be practical.
FYI - it's easier to render simple cloth physics effects on DX11.