Edited: Read final notes
DX11 supports tessellation which was a huge jump forward for gaming textures. It took textures from being a bland flat surface with colouring to a shaped surface with height layers and shading.
I never create games that do not use tessellation because the effects you can get on the maps are so much better (rocky outcrops look like rocky outcrops, rather than a flat texture with a rocky look).
I am interested in why you would prefer to use DX10. With games now starting to use DX12 and RTX, it seems like a backwards step to keep supporting something which would make a game look worse, rather than better. I can only see DX10 being of benefit to those who's PC just meets the minimum specifications.
Edit:- I must admit, that I had not heard of Vulkan before and I wrote my post prior to understanding what it was. I now see that Vulkan can use DX12 (as used by the "permanently in nowhere land" game of Star Citizen). So my apologies for not understanding fully the concept of your posting before replying. I hope they do add support as I would like to experiment with Vulkan to measure performance metrics in my own games.