11_1 not being supported is not an issue because the game simply falls back to 11_0. The game does seem to require Tessellation though.
Yes..
just saying in future if implementing 11_1 support it's a game to test.. at the time it was said that using 11_1 game was able to extract a few percent more performace from videocards..
in fact 11_1 exposed some new interesting features (https://msdn.microsoft.com/en-us/library/windows/desktop/hh404562(v=vs.85).aspx):
Create larger constant buffers than a shader can access
Use logical operations in a render target
Force the sample count to create a rasterizer state
Extended support for shared Texture2D resources
Change subresources with new copy options
Discard resources and resource views
Support a larger number of UAVs
Bind a subrange of a constant buffer to a shader
Retrieve the subrange of a constant buffer that is bound to a shader
Clear all or part of a resource view
Map SRVs of dynamic buffers with NO_OVERWRITE
Use UAVs at every pipeline stage
just saying it would be nice to have support eventually..
of course feel no pressure and there are other important things to implement..
Nothing extracted yet.
also interesting because tries to requests D3D11.1 context of course fails:
info: D3D11CreateDevice: Probing D3D_FEATURE_LEVEL_11_1
err: D3D11CreateDevice: Requested feature level not supported
System information
Log files
bf4_d3d11.log
bf4_dxgi.log