DirectX 12 Performance Tested In Ashes of the Singularity
Vigile writes: The future of graphics APIs lies in DirectX 12 and Vulkan, both built to target GPU hardware at a lower level than previously available. The advantages are better performance, better efficiency on all hardware and more control for the developer that is willing to put in the time and effort to understand the hardware in question. Until today we have only heard or seen theoretical "peak" performance claims of DX12 compared to DX11. PC Perspective just posted an article that uses a pre-beta version of Ashes of the Singularity, an upcoming RTS utilizing the Oxide Games Nitrous engine, to evaluate and compare DX12's performance claims and gains against DX11. In the story we find five different processor platforms tested with two different GPUs and two different resolutions. Results are interesting and show that DX12 levels the playing field for AMD, with its R9 390X gaining enough ground in DX12 to overcome a significant performance deficit that exists using DX11 to the GTX 980.
The Developer now must know MORE about the underlying hardware to make the best use of Direct X 12?
This is a total step in the WRONG direction. So now having Direct X 12 hardware doesn't mean your game now just works, oh no. If you want the full experience you now must have the HARDWARE that your game was written for, or forget all this compatible Direct X stuff. How's this different from the game developer just coding directly to the video hardware of choice? That's what they do now, especially when they are funded by the video hardware guys in an effort to sell more hardware..
For this Direct X thing to really be useful, it needs to isolate the developer from the hardware implementation. You need to abstract away the vendor specifics and make the programming agnostic to what hardware it's running on... Otherwise this is all going to just going to be what it has always been, vendor lock in for specific games and drive us towards only ONE video hardware chip maker....
I think what this benchmark really tells us is two things:
1. nVidia has not optimized their driver stack for DX12 as much as AMD has optimized for DX12
2. The performance difference between AMD and nVidia is likely a software issue, not a hardware issue (nVidia's driver has a more optimized DX11 implementation than AMD's). However, it is possible that nVidia's silicon architecture is designed to run DX11 workloads better than AMD's.
Bullet #1 make sense, AMD has been developing Mantle for years now so they likely have a more mature stack for these low level APIs. Bullet #2 also makes sense, AMD/ATI's driver has been a known weak point for a long time now.
I'll pass, even though I have all AMD hardware. Its just not worth giving up my privacy and having Big Brother MSFT snoop through everything I do just to have DX12. I love gaming but not enough to let MSFT stick a webcam over my shoulder, thx anyway.
ACs don't waste your time replying, your posts are never seen by me.
I'm more interested in the fact that the game used for benchmarking has the following in it's backstory: "Computronium became the ultimate currency."
No.. This engine's implementation *may* level the playing field for AMD but that does not mean that API does.
DirectX is a Microsoft API, so yes, it's pretty likely to be Windows only. For Linux, there's Vulkan.
It is widely known that DX12 will reduce draw call overhead, making weaker CPUs perform better relative to stronger CPUs. This is of course good for AMD, since they don't have high-end CPUs anymore though it's bit of a "scorched earth" result where gamers don't need expensive CPUs at all. But if you look at "Ashes (Heavy) DX11 to DX12 Scaling - Radeon R9 390X" and look at an extremely powerful CPU like the Core i7-6700 you're seeing 50-100% gains. If you're that severely bottle-necked by a 4+ GHz quad core then this is not a typical DX11 game.
We can compare the "typical" difference between a R9 390X and GTX980 in Anandtech's bench, though I have to substitute for a R290X "Uber" so the differences should actually be even smaller. Normally these cards are almost head to head, the question is not why DX12 is closing the gap but why there's such a huge DX11 gap to begin with. And the only reason I can come up with is because they're pushing way, way more draw calls than normal. Which may be DX12 enabling developers to do things they wanted to, but couldn't before or it could be to make someone look good/bad.
Live today, because you never know what tomorrow brings
Direct3D 11 introduced the capability to render with multiple threads via deferred contexts. NVidia chose to support that feature, AMD did not. Direct3D 12 mandates multithreaded rendering.
All that these results show is that AMD has higher draw call overhead than nVidia does on DX11 but DX11 and older games were not designed to make massive amounts of draw calls so it doesn't matter all that much when playing games designed for these older API's. DX12 was designed to minimize the API overhead to allow games to start drawing way more stuff and games that are designed to take advantage of this are going to suck on older API's when they support it. If developers were to write support for DX12 in their current games that don't draw much stuff then you wouldn't see nearly as much of a performance gain.
Those who haven't clued in yet: this is the same engine that was used for "unreleased game turned DX 12 synthetic benchmark" star swarm. All same caveats apply:
1. Unknown engine not available to public with unknown performance. We have no idea how DX11 implementation is made, or why DX12 is so much faster than anywhere else seen so far.
2. Is in pre-alpha, meaning performance is all over the place and a complete black box, it could render faster in DX11 in next build for all we know.
We've been there with mantle already. Specialized tech demos showing massive performance boost from using mantle over DX11. Then release, frostbite et al start supporting it and we see minimal to no performance boost outside really low end CPUs bundled with really high end GPUs.
Show me this kinds of numbers on a known engine that has a polished DX11 implementation like unreal 4 engine, and I'll actually believe you. Until then, all I see is more marketing BS.
OpenGL has existed, and has been open, for longer than Direct3D itself has. Direct3D still exists. Direct3D isn't even the current most popular graphics API if you consider mobile devices, but if you're just looking at high-end PC games, it still hasn't been dethroned and doesn't show any particular signs of being dethroned anytime soon.
Uptake of DX10/DX11 is currently over 97% amongst Steam users. As if!
PC game sales did not take a noticeable dip after Windows 8. Go ahead, show me a some sort of supporting evidence of any sort and prove me wrong. You're making the claims here.
Privacy shittyness is something to be concerned about with Windows 10, for sure. But, did you read the article you just cited, or were you taken in by its clickbaity title and stopped reading there? If you'd read it, you'd notice the entire article hinges on this EULA snippet that apparently applies to Skype and Xbox Live:
Can you tell me the last time you bought a AAA game that doesn't have similar wording in its own EULA? Oh no, they're going to... possibly update the game's DRM to prevent you from pirating it or accessing XBL with a pirated copy? How terrible?
Privacy is something to be concerned about not just on Windows but everywhere. I don't know why people focus on Microsoft when Apple and Google do similar things.
You can switch most if not all of Windows 10 "chatter" off. But if you're determined on this point just wait until 4th quarter or early next year for Vulkan, which will run on 7 (and XP) and obviously Linux. Valve have done a lot of work on this.
You shouldn't be in a hurry but upgrade to Windows 8.1 will be worth it eventually, with EOL in 2023 rather that 2020 and an update from WDDM 1.1 to WDDM 1.3.
NVIDIA is just as terrible for drivers. Just have to see the massive failure for the Windows 10 launch.
A tiny minority of nVidia users had a crash bug, and a new driver was rolled out a day later. That doesn't sound like massive failure to me. Massive failure is when the GUI for your driver is larger, slower, and more bloated than Adobe Reader.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
I'm hoping it'll
- Make good use of DX12
- Have a stable and performing Windows 10
- Have the new Intel processor
- Be super quiet
Thank you, Bradley Manning, Edward Snowden and so many others, for courageously defending humanity, my freedom and more!
There are two factors to consider when it comes to vendor specific extensions or minimum sets of functionality. The first is that you want to design for the minimum if your goal is to reach the broadest possible audience. If you want to do something "cool" with extended functionality for specific classes of hardware or even a specific instance, then I don't see why a good API would prevent that. The second point is that being visible outside of a D3D, Vulkan or OpenGL API update cycle allows hardware innovation to proceed outside of it too.
You can imagine a situation where hardware vendors invent feature X and then push for feature X to be part of the API. When the API is released nobody uses feature X. All it did was contribute to API bloat. If you allow the extension to be used outside of the API cycle, at least someone is going to try it out and see if it's of any value. Then you're in a better position to know whether it belongs in the next minimum set of functionality or not.
No. You didn't link this proof either.
I REALLY don't like the UI of Windows 8.1. I think its completely unworkable.
I use Linux for anything other than gaming, so I also don't care about Win7 EOL since it doesn't seem to stop you actually using the OS, just no more annoying alerts about ambiguous security patches that ususally don't actually anything relevant/significant anyway.
Would there be any noticeable benefit of WDDM1.3 over WDDM 1.1 if when just using Windows for gaming?
>> DX12 is all hype.
Not according to this:
https://www.youtube.com/watch?...
The big issue seems to be whether the benchmark is synthetic/representative or not, but since it is really just an early version of a real game that will be released next year I tend towards believing it is legit.
I'm VERY interested in Vulkan but my fear is that all the AAA developers other than Valve will just keep assuming DirectX-only even for new games development, mostly through an incorrect belief that they're not loosing sales by failing to support Linux.
I find it very frustrating that Bethesda especially keep plodding along on their own tired old windows-only engine instead of switching to, say UT4. Apart from the Linux-support-for-free that would bring, judging from what they showed at IGN the upcoming Fallout 4 would have looked graphically a whole lot better, instead of like a DLC pack for Fallout 3 (from 2008).
I'm guessing Bethesda have a lot of money invested in their engine and the bean counters just don't see the benefit of going cross-platform. This will be easier (cheaper) with Vulkan, assuming they're going to use a next-gen API with their next release. And I've got a sneaking suspicion that when developers look at the new API landscape, Vulkan will be a no-brainer. It won't be superior to D3D 12, it'll just be installed on more machines.
what about putting
127.0.0.1 microsoft.com
in your hosts file? Would that work?
No, it's not weird. You just seem to be confused by the description of "lower level hardware access".
These aren't vendor-specific extensions. This is simply a redesigned API that eliminates a lot of the software bottlenecks, allowing developers to get a bit closer to the hardware in a GPU-independent manner. You're still programming to a common API. It's just that the API better reflects what a 2015-era GPU can do, rather than impose a lot of software overhead that isn't really needed.
Irony: Agile development has too much intertia to be abandoned now.
Except for the ugly window borders and other pet things.
I don't even like Windows 7 that much either, it's mostly fine but I hate the file manager.
Safe to say the Troll(-1) mods downvoting this this aren't genuine but really Disagree(-1) or Shill(-1).
Windows 7 has the Home Basic version, install that and you only get the 2D desktop.
Changing visual style? with Windows 8 they removed classic look, and with Windows 7 they removed the color schemes in clasic look.. I could use a very old third party tool but it didn't include the old styles only additional ugly ones.
With Windows 8 you can get such train wreck of a theme http://kizo2703.deviantart.com...
So with Windows the easy way I found is to install 7 Home Basic and leave it alone ("Aero Basic"). I don't put it on my PC though.
Some more efficient.. things.. the most easily understandable is better multitasking on the GPU.
https://en.wikipedia.org/wiki/...
And some.. things.. a wild guess is that it allows great performance in alt-tabbing out and in of a game. We all cordially hate Windows 8, but it is amazingly fast and smooth at showing you a Metro thing or the Charmed bar, whether you wanted it or not.