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[3D Mark] Compare Vulkan and DirectX 12 on updated 3DMark

3K views 20 replies 18 participants last post by  Defoler 
#1 ·
#2 ·
I will compare DirectX 11 with Vulcan...

On Windows 7.

Anyway Beam me up Scotty.
 
#4 ·
Quote:
Originally Posted by Derp View Post

Vulkan wins by a decent margin on my system.
It wasnt already known that Vulkan/Mantle could use more Cores/Threads than Directx 12(in 3dmark) aswell have higher draw calls and therefore in an overhead API test the multicore will have better score than Diretcx 12?

Now,Comparing Mantle to Vulkan would be interesting to see if really there has been a change that could have improved Vulkan over Mantle
 
#7 ·
Vulkan edges out DX12 but is relatively insignificant compared to the move from DX11.

Link

 
#12 ·
Quote:
Originally Posted by mejobloggs View Post

It's actually really nice to see Microsoft made that much of an improvement to DX12.

I thought things were going to stagnate at DX11 but luckily I think Mantle (?) gave them a kick up the backside to improve? Or have I got the story wrong?
You are partially correct, DX12 came about due to XBone using an AMD custom APU and M$ working with AMD on the API for XBone which is why the functionality of Mantle and DX12 are so much alike.
 
#15 ·
Quote:
Originally Posted by deskiller View Post

for me dx 12 is faster with my system

vulkan is only giving me 16900 as the highest. sometimes 16600

intel 3770k 3.40ghz
amd 390x
32gb mem
What resolution? I ran tests at 1920x1200 and 2650x1600 with my 2500K @ 4.6 and in the 1200p test DX12 was faster by 138K, but in 1600P Vulkan was faster by 779K.

Also, can someone run the DX12 tests and see if their CPU frequency bounces up and down at the start of test? On my system, it starts at 4.6, then drops to 1.6, then to 3.1, down to 1.8, back to 4.6, back to 3.1 then finally leveling off at 4.6. None of the other API's do that.
 
#16 ·
Quote:
Originally Posted by mejobloggs View Post

It's actually really nice to see Microsoft made that much of an improvement to DX12.

I thought things were going to stagnate at DX11 but luckily I think Mantle (?) gave them a kick up the backside to improve? Or have I got the story wrong?
Your right, none of this api low level api business was a thing before mantle. Plus mantle basically is vulkan
 
#17 ·
Quote:
Originally Posted by PontiacGTX View Post

It wasnt already known that Vulkan/Mantle could use more Cores/Threads than Directx 12(in 3dmark) aswell have higher draw calls and therefore in an overhead API test the multicore will have better score than Diretcx 12?
This depends more on how you write the code than how the API acts.
You can get DX12 to run on more cores if you path if correctly.
Those little tweaks in the code can make either run better or worse. So most likely over time and updates the difference will be lower.
 
#18 ·
Quote:
Originally Posted by Defoler View Post

This depends more on how you write the code than how the API acts.
You can get DX12 to run on more cores if you path if correctly.
Those little tweaks in the code can make either run better or worse. So most likely over time and updates the difference will be lower.
So can be tweaked Vulkan as well to sqeeze even more performance. But the best thing about Vulkan is it runs everywhere while DX12 is Windows exclusive.
 
#19 ·
Quote:
Originally Posted by Tgrove View Post

Your right, none of this api low level api business was a thing before mantle. Plus mantle basically is vulkan
I purchased Thief remake, which runs on Frostbite engine with Mantle. Game isnt that great in sense of fun, but its really great in way how it can utilize my hardware.

Most games were not able to get past 60% or CPU utilization on my very old Phenom II x6. Thief gets to 95% CPU utilization, has proper support for mulithread rendering, has proper Vsync + Triple Bufferng support so i can get unmatched image quality, at high hardware utilization.

Now... even when I am into getting better CPU as Phenom II x6 is 8 years old, there is still a lot of unused potential due poor optimizations in DX9, DX10, DX 11 due draw calls overhead... Games on older APIs are not able to reach 1920x1080x60FPS, but at the same time nor CPU, nor GPU was utilized on more than 60%. Many people recommended me to upgrade the hardware.regardless this simple fact - underutilization.

Recently Skyrim went with its new edition = much better engine. FPS is higher, image quality is better, hardware utilization is higher, yet no stutter. Original Skyrim was yet another console-pc port.

Now I can move to Windows 10 only to have access to DirectX 12 which is according to the benchmark finally a step forward from 1999 in terms of hardware utilization. It took 18 years to Microsoft, and pressure from AMD, EA, Dice in form of Mantle to do something.

After those 18 years ... when M$ did little to no progress in their API, am I interested in their new product, while the old one helped them to dominated PC gaming segment, while squeezing a lot of money from their customers into unnecessary hardware upgrades?

The answer is clearly NO. I will go for Vulcan simply out of the principle.
 
#21 ·
Quote:
Originally Posted by sumitlian View Post

So can be tweaked Vulkan as well to sqeeze even more performance. But the best thing about Vulkan is it runs everywhere while DX12 is Windows exclusive.
While I agree on that point, do you really, really, really think linux at its current state, and developers overall ignore it, and MS putting windows 10 down everyone's throat, vulkan is going to change things?
Seeing a few developers who overall hadn't barely used DX at all moving to vulkan, is really going to change anything?

The only, and I really mean it, that vulkan will be pushed by developers, is if AMD or Nvidia make libraries for it.
I mean, vulkan was designed to be more versatile for add-ons and evolve over its basic structure. Like a potential "vulkan works" or whatever.
So if AMD and Nvidia brings out spectacular libraries and start push it to developers and market their GPUs with vulkan and visual libraries like AMD are doing with opengpu or nvidia with gameworks, you will see developers jumping in to make vulkan games.
Until that happens, it is really a "oh cute. nice vulkan. now where is my DX?" kind of thing.

The move from OpenGL to DX was a needed one because OpenGL was really horrible in terms of performance.
The move from DX11 to DX12 is a more natural move than to vulkan, and its benefits are not as apparent as the difference from OpenGL to DX.
Once they become real beneficial, there will be a move. Until then...
 
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