I don't know what your point is. Yes it was called the directx box but the original xbox didnt use the DX that we have on PC eitherwise games would run on both xbox and PC. Consoles use a really modified graphical API that is tailored specifically at their hardware. DX and OGL cause a lot of overheat because they carry a lot of legacy baggage. On PC that is necessary because there are all kind of different setups. A console doesn't need it, a console goes straight for its GPU/CPU/RAM combo. What they call to the metal.
For Xbox one, unlike the past ones MS did actually went with DX11. As for your quote, don't tell me it's from that geek site, that's bullcrap. Just some guy that has access to internet and can put a few words together.
Here is a quote from an actual developer.
http://www.eurogamer.net/articles/di...-platform-game
Digital Foundry: DirectX 11 vs GNMX vs GNM - what's your take on the strengths and weakness of the APIs available to developers with Xbox One and PlayStation 4? Closer to launch there were some complaints about XO driver performance and CPU overhead on GNMX.
Oles Shishkovstov: Let's put it that way - we have seen scenarios where a single CPU core was fully loaded just by issuing draw-calls on Xbox One (and that's surely on the 'mono' driver with several fast-path calls utilised). Then, the same scenario on PS4, it was actually difficult to find those draw-calls in the profile graphs, because they are using almost no time and are barely visible as a result.
In general - I don't really get why they choose DX11 as a starting point for the console. It's a console! Why care about some legacy stuff at all? On PS4, most GPU commands are just a few DWORDs written into the command buffer, let's say just a few CPU clock cycles. On Xbox One it easily could be one million times slower because of all the bookkeeping the API does.
But Microsoft is not sleeping, really. Each XDK that has been released both before and after the Xbox One launch has brought faster and faster draw-calls to the table. They added tons of features just to work around limitations of the DX11 API model. They even made a DX12/GNM style do-it-yourself API available - although we didn't ship with it on Redux due to time constraints.