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author | Jens Peters <jp7677@gmail.com> | 2020-09-19 11:45:44 +0300 |
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committer | Jens Peters <jp7677@gmail.com> | 2020-09-19 11:45:44 +0300 |
commit | e593b9e4670a58cc02af316feae6addb8b2a8b36 (patch) | |
tree | 7f2df66257998e66762d657d76b702c01c7430d0 /README.md | |
parent | 9e6d41418efac3a28e2c1488b25fa871457c873c (diff) |
Update README.
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 19 |
1 files changed, 13 insertions, 6 deletions
@@ -1,12 +1,22 @@ # [DXVK-NVAPI](https://github.com/jp7677/dxvk-nvapi) -## Experimental non-complete NVAPI D3D11 implementation for [DXVK](https://github.com/doitsujin/dxvk) +## Experimental non-complete NVAPI implementation on top of [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 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. +This implementation currently forwards the following NVAPI D3D11 features to DXVK: -The 32bits version of this implementation has been just briefly tested with the Monster Hunter Official Benchmark where it also yields a similar small gain in performance. +- `SetDepthBoundsTest` +- `BeginUAVOverlap`/`EndUAVOverlap` +- `MultiDrawInstancedIndirect`/`MultiDrawIndexedInstancedIndirect` + +It also implements some methods for adapater/display tolopogy and system information. + +This implemenation has mostly been tested against Unreal Engine 4, mostly the game Assetto Corsa Competizione and several UE4 technology demos. Unreal Engine 4 utilizes `SetDepthBoundsTest`, it may yield something like 1% extra performance which seems to be the norm when `Depth bounds test` is used. + +The 32bits version of this implementation has been briefly tested with the Monster Hunter Official Benchmark where it also yields a similar small gain in performance. + +Basic topology and system information (vendor ID, driver version etc) has been tested with `GPU Caps Viewer` and `GPU-Shark`. ## How to build @@ -33,9 +43,6 @@ Pre-built binaries are available at [https://github.com/jp7677/dxvk-nvapi/releas - [DXVK-AGS](https://github.com/doitsujin/dxvk-ags) - [NVAPI](https://docs.nvidia.com/gameworks/content/gameworkslibrary/coresdk/nvapi/group__dx.html) - [NVAPI Open Source SDK](http://download.nvidia.com/XFree86/nvapi-open-source-sdk/) -- [https://github.com/pchome/dxvk-nvapi-module](https://github.com/pchome/dxvk-nvapi-module) - [https://github.com/SveSop/nvapi_standalone](https://github.com/SveSop/nvapi_standalone) -- [https://stackoverflow.com/questions/13291783/how-to-get-the-id-memory-address-of-dll-function](https://stackoverflow.com/questions/13291783/how-to-get-the-id-memory-address-of-dll-function) -- [https://github.com/falahati/NvAPIWrapper/blob/master/NvAPIWrapper/Native/Helpers/FunctionId.cs](https://github.com/falahati/NvAPIWrapper/blob/master/NvAPIWrapper/Native/Helpers/FunctionId.cs) Many thanks to the coresponding authors! |