BF3 hugely lives off pre-baked audio and well done recordings. The latter takes a good chunk of critical focus away from people when they evaluate it. The first thing you hear or read people say is: wow, that sound! It actually got several awards for best audio of the year.
We don't have much choice. Unless FMOD and Miles do something and properly develop binaural plugins or features we can only hope for game-specific binaural stuff directly from the Devs. It's not an easy task though with all the R&D, filters, numbers (different heads, different hrtf etc...) involved. Damn you Creative for letting your research rot.
DTS Headphone X is no magical newcomer, Sure, from what I read, it could be quite spectacular for movies and bomb everyone else away, let alone "get" us devices that have input for DTS-HD (which will include binaural info for DTS Headphone X)/PCM streams but games are a different thing. They're interactive, they change perspective, pan at free will, they're not hardcoded.
It needs engine support, for proper binaural audio. Access to every single sound information in the space. I don't see that happening. Does DATASAT have a Middleware prepared?
Maybe they only have tools that do something along BF3 with prebaking possibilites and something like 11.2 (don't know the exact stream numbers) output for the DTS Headphone X device. At least it (devices) gives us much better SQ than AC3 and if my speculation is true a more detailed space (> 7.1 to Headphones) than DHP and Co.