I love these speculation threads. I think he's adding coffee machines to the dwemer ruins.
SHAGSBEARD!! Whassup man?
But on topic : Dx11 support,
Crysis 2 patched to dx11 but the way they implemented it left a lot to be desired. There was a whole bunch of tesseltion going on that wasnt even visible (water below the city for instance, and overly complicated poly-substrates on trivial game elements like a road barricade) They introduced automated tesselation as a gimmick of sorts and didnt pay attention to the in game elements that should've been streamlined. Remember they are only going to do something post launch if it will boost future sales, doing so is a cost they have to eat, and getting approval to work on the shipped game isnt easy, as it undermines thier quality control and could potentially induce other issues on a much larger scale.
The key difference here is the mod tools themselves. Adding dx11 suport post production is literally the only fiscally viable way to include such a thing on a crossplatform game. Us having the mod tools makes the crysis failures moot, as we can literally fix the issues that crysis two had ourselves.
I am most excited to see tesselated models that use displacement mapping, maya and mudbox make it more than feasible for us to implement them if bethesda just includes support for but doesnt actually go in and specifically add any dx11 based assets. (technicaly they wouldnt have to but displacement maps make all the difference on a dx11 model imo)