Harry Potter, you do understand that the Order Independant Transparency shown in that video is not a DX11 feature one can just enable, but a quite complex shader effect which takes advantage of DX11 features.
I actually didn´t read the paper in more detail than a short look, but I guess
the basic idea they use is to create a linked list for each rendered pixel with the data to blend, sorting the data by distance and then blending it together. Thanks to features of DX11 and current hardware this can all be done on the GPU at a quite good performance.
Here is the paper about it: https://graphics.stanford.edu/wikis/cs44...s-10-11-oit.pdf

And maybe this part of the discussion could make a new thread as it is quite off topic, but could make an interesting discussion?