It's essentially a short checklist of what game developers should and shouldn't be doing with the API, however it's not strictly only dx12, but also some earlier versions and the rules also pertain to similar looking API's (like Vulkan)
Update 1: Apparently there is a Vulkan specific version as well https://developer.nvidia.com/blog/vulkan-dos-donts/
I was mostly curious on if there's anything that sticks out as odd to you regarding Do's or Don'ts in games in regards to areas you have expertise in (such as things that would affect g-sync, framepacing etc)
So far to me some of the info looks very solid for how short and simple they made it, Kaldaien had this to say about the Swap Chain portions (and at this point, from my extreme amounts of internet scouring, I'm fairly confident Kaldaien and Special K is the Chief and Blurbusters/Testufo version for understanding on swap chain related work in too many games to count)
Figuring out your takes on it as well would be very appreciated whenever you find the time as I think this is another strong way of helping games act and behave smoothly so they can bring true joy and immersion by linking it to game devs."It’s chock full of information that I had to figure out the hard way. That section on Swap Chains is spot on, and the only game I have seen that demonstrates a working knowledge of those bullet-points is DOOM Eternal.
On the opposite extreme, Horizon: Zero Dawn doesn’t seem to understand any of the information presented there. It’s very bad to work in a low-level API and do the exact opposite of what the driver developers tell you is best practice.
and lastly an image used jokingly at the end of the post because I found it funny when someone just raw wrote "Happiness vs Lag" from: The Effects of Network Latency on Player Gaming Experience by By Meixintong Zha & Ying Zhang