VERY BASIC - it is more technical than this and im not over the intracies to the level needed to code directly - but
You are rendering polygons.. you do math, convert 3d points to a 2d image, you do some more maths to work out where light is to determine where / how triangle is shaded. you shade triangle with texture map bump map spec map.. Dx9 to DX11.. almost the same.. (Same math same process). (So should take identical time and hence identical frames)
However DX11 then offers advantages with tesselation (RF doesnt use it).. Post processing effects and the ability to handle more complex shaders
So you should find (Post processing off) Dx9 - dx11 very similar frames in all instances. You will find with PP on any level higher than off you will be a little worse off..
The equation changes if you start using some custom tailored shaders for DX11.. then you may see performance gains.. however none of the current content uses them. (as it wouldnt work on people using dx9 version).
Put simply, if they abandon DX9, Tailor it only for DX11 and everyone reworks content with new more complex shaders, you could get better performance improvements - but you will allienate any DX9 users or lose them altogether.
So best case dx9 to dx11 with no effects = framerate the same. Custom content built with custom dx11 shaders (And will only work on dx11) will be faster - Of which there is none.
At one point. They will stop updating dx9. @Marcel Offermans said on the other day on discord.