PROs:
- Better and really workin drivers (yes, if your application crashes, 99,8% its your fault, not a driver bug!)
- (Quite) Well Structured (sometimes too much) API
- Awesome tools and debuggers (PiX is dead, but there is a good replace in VS 2013, especially with Update 2 installed, and also IHVs tools are pretty good, even Crytek has a free DX debugger!).
- No more legacy code (only feature levels and some few cap-bits).
- No more extension hell.
- Few optional features.
CONs:
- You need to re-write your entire gfx API backend.
- The configuration of the pipeline the first times will made your head ache.
- Multi-threading is still a mirage (though with DX12 everything will change!) and driver command lists is a total failure (AMD cards don't even support them!)
- You can target only Windows NT6.x systems (Vista with platform update too).
- Direct3D 11.1 feature level 11_1 works only on Windows 8 and after, Direct3D 11.2 only on Windows 8.1 and after.
- Stallman will strike you with a fatwa.
..You asked for some tutorials, here we go:
First, never forgot MSDN library, it will be your best friend: http://msdn.microsoft.com/en-us/library/ee663274.aspx
The following covers the basis of the API, plus some intermediate and advanced topics (Microsoft SDK and samples):
- Braynzarsoft tutorials: http://www.braynzarsoft.net/index.php?p=DX11Lessons
- Rastertek tutorials (they are not the state of art at code and they use D3DX, but they cover many basic techniques and they are pretty easy to follow) http://www.rastertek.com/tutindex.html
- "Legacy and old" Microsoft DirectX SDK, covers DirectX9/10/11. Please note that libraries such the D3DX series and DXUT are no longer supported since Windows 8 SDK. http://www.microsoft.com/en-us/download/details.aspx?id=6812
- "Modern" (no more D3DX and DXUT) Microsoft DirectX samples: http://blogs.msdn.com/b/chuckw/archive/2013/09/20/directx-sdk-samples-catalog.aspx
The following are more advanced and specific techniques:
- AMD Radeon SDK: http://developer.amd.com/tools-and-sdks/graphics-development/graphics-development-sdks/amd-radeon-sdk/
- NVIDIA "legacy and old" SDK 11: https://developer.nvidia.com/dx11-samples
- NVIDIA "legacy and old" SDK 10 (convert from DirectX10 to DirectX11 is pretty easy): http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html
- NVIDIA "modern" DirectX SDK: https://developer.nvidia.com/gameworks-directx-samples
- Intel Visual Computing Source Samples: https://software.intel.com/en-us/vcsource/samples
Some useful replacement for D3DX and the old DXUT by Chuck Walbourn - MST:
https://directxmesh.codeplex.com/ for mesh data processing and optimization (new!)
https://directxtex.codeplex.com/ for texture processing.
https://directxtk.codeplex.com/ for everything else covered in D3DX, plus an audio API,sprite batch, effects management, simple math, models and more...
https://dxut.codeplex.com/ replace the old DXUT library.
https://fx11.codeplex.com/ replace the old effects library.
Other advanced, cool & useful stuff:
https://hieroglyph3.codeplex.com/ an entire DX11 framwork with cool stufs and Kinect by Jason Zink
https://mjp.codeplex.com/ MJP's stuffs like specular AA, bokeh and more..
https://tiledresources.codeplex.com/ Microsoft DirectX 11.2 Tiled Resources demo.
http://www.iryoku.com/ Jorge Jimenez works
GPGPU Pro series source code and samples from CRC Press (a good number of them are for DirectX11):
http://www.crcpress.com/product/isbn/9781568814728
http://www.crcpress.com/product/isbn/9781568817187
http://www.crcpress.com/product/isbn/9781439887820
http://www.crcpress.com/product/isbn/9781466567436
http://www.crcpress.com/product/isbn/9781482208634