This news is puzzling me a little as a developer because Microsoft is generally promoting the use of their APIs so that you could benefit from code-once/deploy-many paradigm and gaming everywhere, in this case, code once and use on Xbox + PC.
Actually even DX12U is now having this new implementation which is decoupling the API from the OS so that you can deploy DX12U games on more OS version (meaning on older Win10 versions - maybe 1909 or before IIRC)
So if the Xbox version is the same as the PC version, which seems to be what was said in different Q&As, this is making me wondering what is the road block from a technical perspective to not shipping same DX12 code as well.
For example Is it a PC driver problem which is not yet solved (like AMD = ok but missing in Nvidia for the time being), or something else? Or is it possible the Xbox version will be using D11on12* at launch instead?
*a lib to run DX11 games over DX12 APIs without changing the game code. Not as efficient as using DX12 directly but helps in the interim ( GitHub - microsoft/D3D11On12: The Direct3D11-On-12 mapping layer )