Sorry for not posting examples at topic creation, was a bit tired and lazy 😉
Ok, first about transparent textures.
Take a close look to fence and plants. When AF forced from nvidia panel everything looks fine (T2_2). When AF used by wrapper only, transparent textures starts to catch neighbour pixels from original image (T2_1). The further textures from player, the more pixel will be catchen, which makes them look bold and they can completely lost transparency.
This is "Image + Black and White (2 colors) Mask" type of textures. Not sure about others.
In a case if auto mimpap was used, forcing AF from gpu panel will not fix that issue.
P.S. Careful with tests, textures (fences) from original unmodded game also have black junk pixels due bad masks.
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Second about normal textures and automipmap.
Textures at distance have a bit comby look. I can be wrong, but is this something about mipmap lod bias?
Now comparison of gate at distance, image croped and enlarged. First one (smooth looking, T2_4) is a native mipmap, which is somewhat 0.5 lod bias. Second image (T2_3) is forced mipmap, it have pixelated, unsmooth, flickering in motion look, which is equal to lod bias -2.0 forced from DXVK.
It should be zero by default for my opinion. Would be extremely useful to have forced lod bias option for mipmapped textures, no matter native mipmap or autogen'ed.
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Third (Bonus), Hehe
Remember about reported startup freeze bug that happens with dgvooodo if dx11 used and game forced to 1-core? I think it can be fixed from wrapper side, because i've somehow fixed it in nvidia driver file itself (nvwgf2um.dll). Seriously, those 1-core issues should be fixed (startup freeze, window state lock, mouse on-screen bug, window size lock), its a very needed for old games that works bad with multicore. Yet again, using dxvk will fix such issue ultimately.