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Ark directx 12
Ark directx 12










ark directx 12 ark directx 12

The benchmark API Overhead test draws as many individual buildingsas possible while keeping the GPU load at a bare minimum by using simple shaders and no lighting effects until the frame rate drops below 30 FPS. The test is designed to show the API overhead performance bottleneck by running thousands to millions of draw calls from the CPU to the GPU to draw and render an object in the scene. On a very high level it looks at not general-purpose GPU benchmark, and should not be used to compare graphics cards from different vendors. The benchmark also supports other APIs, so we can finally use a single benchmark utility to look at the difference between various DirectX 11 single-threaded, DirectX 11 multi-threaded, DirectX 12 and even Mantle! The 3DMark API Overhead test has a technical guide on how it works available online for those that would like to know more about the details. The benchmark is synthetic, but it should show how many draw calls the system being tested can handle. We expect that this will be beneficial to both console and PC gamers as it will mean better overall performance and hopefully game ports that don’t suck.

ark directx 12

The 3DMark API Overhead Feature Test should show how future game titles that were developed ‘to the metal’ perform. Once Microsoft releases Windows 10 later this year, we will begin seeing DirectX 12 game titles slowly coming out before the end of this year and DX12 performance might be a big factor in picking your next discrete desktop graphics card! Futuremark recently released a DirectX 12 feature test called the 3DMark API Overhead Feature Test that allows enthusiasts and gamers to look at the draw call benefits of the new DX12 API. AMD Mantle was pretty revolutionary a couple years back and while it might be transitioning into OpenGL Vulkan API and eventually disappear, no one can deny that it impacted the gaming market positively. AMD was able to come up with a more efficient API that better utilized the CPU time demanded needed by having game developers to write code the better used the hardware in the system without relying on the API itself. AMD Mantle was the first API to greatly reduce CPU overhead that is caused by the command lists and buffers that DirectX needs for a GPU while rendering a game title.

ark directx 12

Gamers are more than excited about DirectX 12 coming to market later this year and after seeing what other low-level APIs like AMD Mantle could do with regards to lowering the API overhead we certainly understand why.












Ark directx 12