Too bad the interviewers didn't try to peg DTS's Dave Casey down to more specifics, so that we can really see if DTS:X has anything above and beyond what Dolby Atmos brings to the table. That is especially relevant because both DTS and Dolby will be at the mercy of Denon, Yamaha, Onkyo, etc. and their severely limited mainstream equipment. They're basically continuing to shoe-horn in 3D audio to their old fashioned 9.1 and 11.1 receiver and pre-amp platforms with little to no speaker layout wiggle room.
Not everyone can afford a Trinnov Altitude or Datasat or Steinway/Lyngdorf to get 16 to 32 rendered speaker outputs for DTS:X and Dolby Atmos, but I would like to know if DTS (as well as Dolby) will be able to coax these manufacturers to at least give us 13.1 or even 15.1 rendering at a more "reasonable" price, so you can have 9.1.4, 11.1.4, or 9.1.6 configurations. It's amazing how many people have expressed concern that they cannot use four overheads and have their front wide speakers work at the same time (9.1.2) or have a more precise 3D surround scape when they have a dedicated room. The more speakers you have, the better these immersive formats sound.
Also, we know that Dolby Atmos for the home can render to a 24.1.10 configuration and use, according to their white papers, all of the 128 possible objects from the cinema mix using seemingly lossless spatial coding within the Dolby TrueHD extension. DTS mentioned 32 positions for consumer DTS:X (at CES), but how many objects can they handle and how are the objects used in the DTS Master Audio backwards compatible codec? To me, it sounds like it's a very similar 7.1 channel bed with object/metadata file extension, which, like Atmos, is not a fully object based format, but a hybrid concept.
Also, is DTS:X for the home encoded as a true lossless signal or if it's a particularly complex object mix does it switch over to being lossy compressed?