First and foremost of the new features is Rasterizer Ordered Views (ROVs). As hinted at by the name, ROVs is focused on giving the developer control over the order that elements are rasterized in a scene, so that elements are drawn in the correct order. This feature specifically applies to Unordered Access Views (UAVs) being generated by pixel shaders, which buy their very definition are initially unordered. ROVs offers an alternative to UAV's unordered nature, which would result in elements being rasterized simply in the order they were finished. For most rendering tasks unordered rasterization is fine (deeper elements would be occluded anyhow), but for a certain category of tasks having the ability to efficiently control the access order to a UAV is important to correctly render a scene quickly.
The textbook use case for ROVs is Order Independent Transparency, which allows for elements to be rendered in any order and still blended together correctly in the final result. OIT is not new – Direct3D 11 gave the API enough flexibility to accomplish this task – however these earlier OIT implementations would be very slow due to sorting, restricting their usefulness outside of CAD/CAM. The ROV implementation however could accomplish the same task much more quickly by getting the order correct from the start, as opposed to having to sort results after the fact.
Along these lines, since OIT is just a specialized case of a pixel blending operation, ROVs will also be usable for other tasks that require controlled pixel blending, including certain cases of anti-aliasing.