Well that was vague.
Could you please tell me how the difference between the sound of a soda can hitting marble tiling after being dropped from a height of 3 feet, and the same soda can hitting a bare cement floor after being dropped from a height of 4 feet, can affect gameplay? How can this situation possibly extend beyond merely being a cool effect and actually influence your tactics?
Granted there could be situations where the relative extremes that this system can present (Such as with regards to expended shell casings dropping on different surfaces, a feature already implemented in some games) can come into play, but I doubt the subtle nuances it's claimed to be capable of rendering (As demonstrated above and in the press previews) will matter beyond mere ear-candy to most players.
I feel you have confused the word ignorance with what I have really presented, criticism. On game engines specifically, I have scripted for various game engines in the past and through that I have known that in implementing a new effect for example, there are always gray areas between the full-on and the basic (A hard and an easy way.)
We don't know the full extent of DX2 sound physics system yet and until that time I can only hope that they don't put too much effort into it, sacrificing more crucial aspects of the game. It could be as simple as what I've just presented (With only surface/object type and the momentum of the impact as variables) or IMO superfluously and unnecessarily complex (Taking additionaly into account the side of the object/surface which was hit, internal resonance inside the object/surface based on it's density, possible sounds caused by varying amounts of friction as the object slides on the surface, etc.)
"Nothing livens up a robotic hymn of doom more than an amazing pair of jugs." - Brak