FWIW, DirectX 12 (albeit in a lower feature set mode) works from nVidia Fermi (600 series, 2010) and AMD GCN 1.0 (HD 7000 2012).
Vulkan supposedly works on cards supporting OpenGL 4.x and up, which means Radeon HD 5000 (2009), though still Fermi.
Not entirely sure how all that applies to DXVK, but since it seems DXVK claims to only need a Vulkan capable GPU (and driver) it may well work on some more older cards.
I think I have an old HD 5000 series knocking around somewhere that I could use to test (though I've never tried using DXVK before). I do have a 4000 series, but that supposedly won't work (OpenGL 3.3).
#80 Race1 10:45 L7:
Unsafe rejoin across the whole track onto the racing line, forcing me off the track resulting in me hitting a tyre and spinning out.
#12 Race1 17:00 L10/11:
#12 Very slow at the start of the straight after deciding against pitting. #12 Moved over in front of me under braking, blocking my path with no way to avoid a collision.
#72 Race2 07:24 L5:
Hit in rear into T2 chicane, causing me to go off track and lose even more time. I lifted to avoid hitting #34, but #72 was already going ~10mph faster than me before that - would have hit me anyway (lift only slowed me by ~3mph before impact).
DirectX 10 was a complete rewrite, throwing out a lot of legacy code in order to improve performance and efficiency.
Adding to that, modern GPUs and drivers tend to focus on the more modern APIs, features and techniques when optimising performance, sometimes sacrificing the legacy stuff (which they can largely brute force in older games). They are now pixel/vertex shader machines.
Both of these probably contributed to the improved performance somewhat.
DX10+ is also able to handle multiple threads better, which has the potential to reduce the reliance on a single, fast CPU core.