People see "DX11" and "performance" and assume double+ framerates if ISI would just pull their finger out and move to DX11.
Read this guy's posts properly, and try to actually understand what's being said:
You need to design your game engine an your tools towards these new features.
That's why it's not something I believe would happen with rF2. ISI is a small company and is using "cheap" modding tools (just some plugins for 3DS) and will not be able to take advantage of all DX11 features. It's rather a priviledge of big companies or companies making non-moddable games.
In the end, offering no visual improvements and only some performance improvements, DX11 version of rF2 would not be as much different to DX9 version, as some of you may expect.
Here's something of an analogy: say you're a current bottom-feeder F1 team, 3-4 seconds a lap off the leading pace. Because of the recent engine rules your power is pretty good, but your aero is letting you down.
Suddenly, somehow, you're offered completely free use of Red Bull front wings. You know your current front wing sucks, and here's your opportunity to have quite possibly the best there is. Great, right?
Well, no. Those wings on your car will make it worse, because they won't work to shape the airflow over the rest of your car the right way. You'd have to go and redesign every other piece of bodywork in order to try and make use of the new front wing. You can't just plug in something that works better elsewhere and expect a proportionate gain.
And that's not even a good analogy, because in aero there's an absolute tangible difference between best and worst.
You can make a Dx11 game look fantastic without actually utilising any of the Dx10+ features, and get it looking exactly the same with nearly the same performance in Dx9. For sure if you make a game use Dx11 features and then try to emulate them in Dx9 you'll get a massive performance hit, but that's another matter entirely.
If rF2 doesn't use any of those features - and looking at what K has said, you'd have to say it seems unlikely at least in the short term - there'd literally be no point in moving to Dx11. It would just further delay more flexible qualifying formats, tyre set histories, a finished contact patch model, fixed collision modelling, better safety car behaviours, better AI, better sound, .... and as Tim points out, in the end people will still wrongly compare rF2 to other driving games (or games in an entirely different genre) and compare framerates while completely ignoring anything else that's going on.