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Direct3D 11 is in current development with no real specification exposed to the public yet. Microsoft has been hinting during conferences held for developers and hardware vendors that they've been looking at other things that they wanted to include in Direct3D10 but couldn't yet, due to the advancement of hardware. Things such as tessellation and order independent transparency. Note that it's not the first time that tessellation was ordre du jour in the Direct3D API : early drafts of Direct3D 10 showed it as a requirement before being abandoned, D3D8/D3D9 graphics parts exposed some level of tessellation that remained largely unused by video games. R600 also features a tessellation engine, though not exposed through any API right now (Valve has said they plan to use it). Order independent transparency was never directly exposed through the Direct3D API but was supported almost transparently by early Direct3D hardware such as Videologic's PowerVR line of chips; a similar chip was also used inside the Dreamcast console. The way those features will be exposed through Direct3D11, if that's the case, may differ from those early attempts.