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You are not getting more options if they actually go with D3D10.1 as the system requirements suggest. D3D10 has a minimum feature set that far exceeds D3D11, for one thing. D3D11 can run on D3D9 class hardware using the appropriate feature level when the game starts -- D3D10 has no feature levels and D3D10.1 requires hardware that supports every feature in D3D10.1.
The set of features exposed by D3D10.1 is referred to as feature level D3D10_1 by the D3D11 runtime. D3D11 also has D3D9_1, D3D9_2, D3D9_3, which correspond to the various iterations of D3D9. That's why D3D11 actually gives more choice, it can scale back to D3D9 if a game does not need any features newer than D3D9.
There is no reason to screw your customers over with an API that will only cause everyone pain and suffering. D3D10 was a stop-gap, D3D11 is the only API you should be using if you want D3D10 features.
Checks out.
D3D11 addressed many of the really nasty gotchas first introduced by D3D10 (in particular the each API version requires a fixed-set of hardware capabilities problem). The funny thing about that, though, is that D3D10's original design was motivated by developers not liking how much of D3D9 is optional features that you have to check whether the hardware supports at startup. D3D9 was creating situations where you potentially wrote 2 or 3 different versions of certain parts of your engine to work on one GPU vendor's hardware if their feature support is different from another. But raising the bar as far as D3D10 did tended to be counter-productive, alienating huge swaths of the userbase - so any simplification here came at the cost of droves of customers.
Microsoft finally addressed the whole capabilities problem in a really nice way with D3D11. They introduced feature levels and support tiers for features. Tier0 - Tier3. This tier and feature lvel design carried over to D3D12 even if nothing else did :)
In addition, D3D11 added multi-threaded rendering features (that aren't utilized all that much), new higher quality texture compression formats for the first time in a decade and tessellation/compute. D3D11 is the true successor to D3D9, and D3D10 is something developers who used it would like to forget about :)
In Nvidia's case, DX11 is always preferred. DX12 and Vulkan are good for AMD, but only because their DX11 drivers are so terrible.
I assume you're running Windows 7 right now? If so, your system supports D3D11.0 and a limited portion of D3D11.1 (with driver support for that limited portion being very flaky).
Windows 8 supports up to D3D11.3 and Windows 10 supports D3D11.4. You are actually hurting yourself, and the rest of the industry by forcing game development to tailor to D3D11.0
Even games that use D3D11.0 still appreciate a boost in performance beginning with Windows 8. The DWM is much more efficient.
So it's 11.
14 of the 20 games currently released that feature D3D12 are available on storefronts other than the Windows Store.
All 20 of them are available on other storefronts if you count their Xbox One versions.
OpenGL on Windows (for games) is just really bad in general. There's a huge variation between the vendors and even product families.
So it's good for Doom (since it allows them to bypass the terrible GL drivers), but DX11 would have been even better.