[citation][nom]wiyosaya[/nom]DirectX is an M$ specific api. How could it be anything other than bloatware?[/citation]
Actually DirectX beats the hell out of its nearest competitor, OpenGL. Even John Carmack, an OpenGL DIEHARD (who is still using OGL), has admitted that DirectX is better now.
Anyway, the only way this would work is if their low-level render path was only ONE of multiple render paths. In other words, have a low-level path or two, and then also have a standard (but slower) DX 11 or OGL render path. If you did this, then you could run the game on future hardware without problems.
If you DIDN'T do this, then there's no guarantee that your low-level render paths will work properly on completely new GPU architectures a few years down the road. One of the advantages of higher level APIs is that your underlying hardware can completely change, and as long as the drivers and hardware can work together to be compliant with the APIs, then it doesn't matter what is under the hood.
Not to mention the fact that DX11 is pretty well threaded, which really helps reduce bottlenecking. I imagine that they'll only push this even further in the next version.