Did anyone create anything with it yet?
I tried it out and it works reasonably well, though feels beta. VSync in particular doesn't work at all when I use the SDK, but if I load the functions from the Nvidia driver directly I can't turn it off (no immediate mode reported and ignored if used anyway). Haven't been able to find how they manage to turn it off from the SDK sources...
Also the SDK crashes whenever I enable the debug validation.. though if I enable the individual layers but leave out the threading validation layer it seems to work and I get debug output.
Haven't found anything about fullscreen mode. I'm reasonably sure when I first tried a fullscreen top-level window I saw a distinct automatic modeswitch like OpenGL does.. but today it stays in "fullscreen windowed".
Only B8G8R8A8 modes reported for me.. no 30-bit backbuffers in the current Nvidia driver apparently.
Documentation feels somewhat lacking. In particular the swap chain parts, where the various examples do things different ways and none quite make sense.
When I do get VSync the blocking seems to be in QueuePresent.. whereas I would expect it to just queue up the present and the wait to be in AcquireImage. Perhaps we're supposed to always present on a separate thread or something... I get the delay in present even if I wait for the queue and device to become idle before I call it so it definitely seems to be a wait for the actual VBlank. EDIT: Actually not entirely sure on that, not used enough to this yet to be sure I do things the right way.
Debug validation seems to work, apart from the crash and again problems with the swap-chain. Docs specifically says I need to transition the image between present mode and color attachment, but ignoring that and transitioning it to whatever insane layout I choose at random doesn't give any warnings and works happily.
Didn't get far past the setup yet so everything else may still be great