Not all the hardware are equals, you should check usage first using ID3D11Device::CheckFormatSupport
as documented here.
Modern GPU are unlickly to support rendering on something less than 32bits per pixel. Windows driver are also more likely to provide emulation on missing feature behind the hood than on a phone where performance and battery consumption should be double checked.
You should add the debug layer flag at device creation and look at the console log, you will see error messages related to invalid parameters to your calls.