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author | Jens Peters <jp7677@gmail.com> | 2020-07-12 00:00:07 +0300 |
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committer | Jens Peters <jp7677@gmail.com> | 2020-07-12 00:00:07 +0300 |
commit | 6f845f18f3037a6f9190c17b595baae3725514dd (patch) | |
tree | 62d33dc6afe6a276bcc7d645c3da58f21fc7682d /README.md | |
parent | f3b0cb7ba39a4961031020501bf3ed7496e58dce (diff) |
Add link to self.
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 6 |
1 files changed, 4 insertions, 2 deletions
@@ -1,6 +1,8 @@ -# Experimental non-complete NVAPI D3D11 implementation for [DXVK](https://github.com/doitsujin/dxvk) +# [DXVK-NVAPI](https://github.com/jp7677/dxvk-nvapi) -This repository provide a very basic implementation of the NVAPI extensions for DXVK. It is mostly a direct copy DXVK-AGS, but adjusted for NVAPI. +## Experimental non-complete NVAPI D3D11 implementation for [DXVK](https://github.com/doitsujin/dxvk) + +This [repository](https://github.com/jp7677/dxvk-nvapi) provides a very basic alternative implementation of the NVAPI extensions for DXVK. It is mostly a direct copy DXVK-AGS, but adjusted for NVAPI. This implementation currently advertises `Depth bounds test` only. It has been tested with a single game only: Assetto Corsa Competizione, based on Unreal Engine 4, which uses `Depth bounds test`. The game does not provide an in-game benchmark, so unfortunately there are no numbers how much it improves, but it may yield something like 1% extra performance which seems to be the norm when `Depth bounds test` is used. Due to the complexity of the API, this implementation wont work with games that rely on other aspects of this rather huge API, though other games based on Unreal Engine 4 might work with this. |