While I don't have direct access to the PS3 apis, I do know that there have been complaints between developers and Microsoft concerning DirectX10, and 11 followed suit. The changes in the API for DirectX caused some compatibility issues. So, yes, depending on what they are using for code conversion, and graphics/rendering libraries, yes, this could quite possibly, and very likely would be something that will not work with out redesigning their rendering engine. I am assuming that they are using the same (or based off the same) engine from 11, they would be limited by what they see as can be supported between the two. Once you have something like that coded, it's something you don't want to revisit unless you absolutely have to. Changes in the core rendering engine can cause significant breakage in the collision detection, physics, perspective, lighting, tracking, animation timing and sequencing. A perfect example of this would be Everquest. While I wasn't big on playing this game, it had some serious clipping and rendering issues, and they repeatedly did updates to the graphics engine.
The Tunare render engine was originally designed for dx5. When they upgraded to Tunare 2.0 it was a move to Dx8 (as Microsoft was updating DirectX faster then game developers were updating games), and due to all the issues they had with Tunare 2.0 Sony updated the engine creating 3.0, which was DX9 compatible. After Microsoft got so much flak for updating so frequently, DX9 became a standard for nearly 5 years. The recent introduction of DX10 (Windows Vista), and 11 (Windows 7) have created another development fraction in the gaming industry.
While you pretty much need a computer that will run windows 7 in order to play 14, with the version of DirectX that is used, then you can use XP. With that being said, for the people who keep asking for DirectX 10 and 11, what are you looking for with either of them?
Are you aware of the differences rendering wise, api wise, or design wise between 9, 10 and 11?
They are not what you think they are (if you are complaining about someone not supporting one over the other).
The recent updates to DirectX were to accommodate the internal failures of GDI and GDI+ (which were released for DirectX in 9.0c) within the Vista environment.
They were also designed around OS level updates to Windows Vista to allow for direct memory access for new PCI-E style systems including GPU optimizations, and better video tearing prevention, and direct support for many new command-sets.
All of these are handled by different methods, and there are ways to work with them using the DirectX APIs without needing to force your framework to the latest and greatest DirectX version.
Now, having said that, a game that is designed for more then one system, developers try and write a single version of the game. Inside the code they add a series of directives, and conditions to allow for the code to be compiled compatible for one system as opposed to another.
Doing that requires that each function works in a way that's compatible between the two (proper switching when using a function that is supported in one environment vs another), or is properly seperated so that the proper code executes in the correct environment.
This includes data typing, structure byte alignment, compatible data objects (the textures, bump maps, polys, and the such), which is probably the biggest problem to this. There is also initialization and re-init, and event handling that needs to be done in a windows app, that is not required in a console app (btw, for those who care, this is one of the biggest reason for an game to be full screen only, if you are designing for a console and a PC, since a console doesn't need to be able to switch between different render states, it doesn't need to code overhead (and considering the limited resources on the system, you don't want that kind of code in), so, by blocking it on the PC version, you make the console version run more optimized).
But this is not something that most of you really care about. I understand how the latest and greatest are always wanted by many, but considering that 10 and 11 means that they are forcing people to Vista/Windows 7 (in that order) for the PC version, and considering they are mostly low level API calls, new Shaders, new Instancing, and (with 11) multi-threaded support.
Now, obviously I can see how people would want direct support for DX multi-threaded rendering, but, what does that mean for the game? What would that mean for supporting a single threaded vs multi-threaded rendering? How many developers (especially game developers) are familiar with proper multi-threaded/processor support?
The answer is not many. Simply because it is a new idea in the gaming world. A perfect example of this is the difference between the C and C++ language. Game developers tend to favor the C language. The reason why is not worth the effort to type, but it is fairly significant. Making a large segmentation of classic C developers who are not familiar with most C++ optimizations, STL classes, or worse yet, COM (shiver) that was forced on game developers of the windows environment.
Sorry for the lengthy post, but, as a developer, when someone says I don't like someone giving an excuse, but I don't really understand the underlying concept, they tend to make decisions and ideas based on their feelings and not real world concepts behind it.
With that being said, yes, if it can be thought of in the world of computing, it reason it hasn't is skill and/or understanding.
So, yes, they are not truly limited by PS3, they are limited by their ability to dance around the PS3 limitations in a way that doesn't sacrifice a large amount of time, and risk a high level of issues and/or compatibility, and/or delays.