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authorJens Peters <jp7677@gmail.com>2020-07-12 00:00:07 +0300
committerJens Peters <jp7677@gmail.com>2020-07-12 00:00:07 +0300
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-# 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.