Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.
The big question is are the next consoles in prototype form being released to the big studios yet? (are they even in the design stage?). It's all well and good having these features, but if they continue to be bolt-ons to console ports there's not much point is there?
Secondly the bad press vista got also played a part that is not the case for windoes 7 and many xp diehards have expressed a willingness to go to 7 who would never have accepted vista so dx11 will be on more pc's then dx10 ever was. Dx11 is far smoother in terms of acceptence and feature set then 10 was and gives developers an easier way to implement things rather then 10 so i don't think we will be waiting as long for dx11 games as we did for 10 games.
Not quite sure I get that quite...
Physx is capable of a lot more tho than the token implementations used in games so far and hardware physics is something that game developers have a need for... as someone who has industry experience in video game development I'm aware of just what it can bring to the table which is why I hype it up... tho really I'm hyping hardware physics not physx, specially as nVidia have now shafted physx.
Tessellation on the other hand is almost the opposite of how the majority of game developers work and doesn't really solve any pressing needs game developers have... its possible it might be used in cutscenes a bit to increase the visual quality a tad but I don't see a widespread need or use for it in the current climate... may main problem tho isn't really with tessellation as such, its a great feature and has its place, my problem is with ATI typically concentrating on stuff that there isn't a major need for and ignoring things that would be far more useful, if you don't think this is true your probably a gamer and not a game developer.
Up scaling a low/medium detail mesh especially character models, etc never produces as pleasing or predictable results as creating high res meshes and crunch down to your desired LOD stages.
Anyhow tesselation isn't bad as such it has its time and place, my main concern as I said is the attention and focus its getting over much more needed features.
it's not up-scaling.. that's a very different thing. this is simply adding detail (a-la LOD as you mentioned). this is precisely what most character modelers do these days. You build a simple mesh, add a certain level of detail, refine and then bake the added detail into normal and bump maps (and maybe some others too). You don't model a high res character and then decrease the detail for the game. That would be an enormous waste of time. You build your models based on their appropriate use. A foreground object/character demands higher detail and will be modeled as such, and the opposite case is obvious.
The balance between GPU/app-controlled increases in detail (tesselation) aren't anything to do with "detail" as such - tessellation doesn't create definition and added description to a character or model - it just smooths edges, basically, so a well-modeled character/object will look more realistic/convincing. That step that will be performed by the GPU will save artists a lot of time and hassle, because they will be able to model at lower resolution (or stick with the res they currently model to) and will be able to rely (to a point) on the GPU adding the extra tesselation to smooth the edges. There will come a point where normal and bump maps won't be required any more, because the tesselation will be so great (or so efficient) that they will become redundant.
Have a look at Z-Brush or Mudbox - if you've ever seen those apps in action it's a good example of what GPU-based tessellation will do down the line.
To put it simply, it's just hardware accelerated subdividing.
I would hardware assisted subdivision in the CAD/modelling softwares I use.
If sketchup had tessellation and DX11 support, it would be perfect for me.