For low-end computers, you can perform your post-processing using the 8-bit channel textures... It will look a bit worse, but again will use half the bandwidth.
That mean, if I correctly understand, ToneMap is the first post process of the chain.
DXGI_FORMAT_BC1_UNORM_SRGB
Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
I don't understand why there is a texture state like that, I don't have looked in openGL spec, but I guess it has a similar one.