Thursday, March 26th 2015

Futuremark Releases 3DMark Update with API Overhead Feature-set
Futuremark is excited to introduce our new 3DMark API Overhead feature test - the world's first independent test for measuring differences in DirectX 12, DirectX 11 and Mantle API performance. It's also the very first public application to use DirectX 12 full stop. This is cutting edge stuff! Developed with input from AMD, Intel, Microsoft, NVIDIA, and the other members of our Benchmark Development Program, the 3DMark API Overhead feature test lets you compare the performance of DirectX 12, DirectX 11, and Mantle.
The purpose of the test is to compare the relative performance of different APIs on a single system, rather than the absolute performance of different systems. The API Overhead feature test is not a general-purpose GPU benchmark, and it should not be used to compare graphics cards from different vendors. (We are working on a DirectX 12 benchmark with game-like workloads, which we expect to release soon after the public launch of Windows 10.)
DOWNLOAD: Futuremark 3DMark v1.5.884
Why is API overhead important?
There has been much talk this year of new graphics APIs that let developers code 'close to the metal.' And though it's natural to think of the GPU, the benefits of APIs with lower overhead are actually achieved by making better use of multi-core CPUs to streamline code execution and eliminate software bottlenecks, particularly for draw calls.
A draw call happens when the CPU tells the GPU to draw an object on the screen. Games typically make thousands of draw calls per frame, but each one creates performance-limiting overhead for the CPU.
As the number of draw calls rises, graphics engines become limited by API overhead. New APIs like DirectX 12 and Mantle reduce that overhead allowing more draw calls. With more draw calls, a game engine can draw more objects, textures and effects to the screen.
How does the 3DMark API Overhead feature test work?
The 3DMark API Overhead feature test measures API performance by making a steadily increasing number of draw calls. The result of the test is the maximum number of draw calls per second achieved by each API before the frame rate drops below 30 fps.
What are the system requirements?
3DMark Windows v1.5.884
March 26, 2015
This major update adds the API Overhead feature test, the world's first independent test for comparing the performance of DirectX 12, Mantle, and DirectX 11. See how many draw calls your PC can handle with each API before the frame rate drops below 30 fps.
The purpose of the test is to compare the relative performance of different APIs on a single system, rather than the absolute performance of different systems. The API Overhead feature test is not a general-purpose GPU benchmark, and it should not be used to compare graphics cards from different vendors. (We are working on a DirectX 12 benchmark with game-like workloads, which we expect to release soon after the public launch of Windows 10.)
DOWNLOAD: Futuremark 3DMark v1.5.884
Why is API overhead important?
There has been much talk this year of new graphics APIs that let developers code 'close to the metal.' And though it's natural to think of the GPU, the benefits of APIs with lower overhead are actually achieved by making better use of multi-core CPUs to streamline code execution and eliminate software bottlenecks, particularly for draw calls.
A draw call happens when the CPU tells the GPU to draw an object on the screen. Games typically make thousands of draw calls per frame, but each one creates performance-limiting overhead for the CPU.
As the number of draw calls rises, graphics engines become limited by API overhead. New APIs like DirectX 12 and Mantle reduce that overhead allowing more draw calls. With more draw calls, a game engine can draw more objects, textures and effects to the screen.
How does the 3DMark API Overhead feature test work?
The 3DMark API Overhead feature test measures API performance by making a steadily increasing number of draw calls. The result of the test is the maximum number of draw calls per second achieved by each API before the frame rate drops below 30 fps.
What are the system requirements?
- The DirectX 12 test requires a PC running an up-to-date version of Windows 10 Technical Preview (build 10041 or later), 4 GB of system memory, and DirectX feature level 11_0 compatible hardware with at least at least 1 GB of graphics memory.
- The Mantle test requires 4 GB of system memory and AMD hardware that supports the Mantle API.
- The DirectX 11 test requires DirectX feature level 11_0 compatible hardware with at least 1 GB of graphics memory and 4 GB of system memory.
3DMark Windows v1.5.884
March 26, 2015
This major update adds the API Overhead feature test, the world's first independent test for comparing the performance of DirectX 12, Mantle, and DirectX 11. See how many draw calls your PC can handle with each API before the frame rate drops below 30 fps.
- Compare DirectX 12, DirectX 11 and Mantle with the new API Overhead Feature Test, available in 3DMark Advanced Edition and 3DMark Professional Edition.
- Added Feature Test selection screen.
- Improved
- Improved formatting of larger scores to make them more readable.
- Result screen automatically shows FPS after running a single test.
- Fixed a bug that could cause the Sky Diver demo to hang at the cave entrance scene.
46 Comments on Futuremark Releases 3DMark Update with API Overhead Feature-set
DX 12 has higher figures in draw call, but Mantle pulls close to the same numbers but in less than half the time.
It's broken down in the detailed results below:
www.3dmark.com/3dm/6380242
DX11 Multi-threaded draw calls per second 667667.2
DX11 Single-threaded draw calls per second 696097.3
DX12 draw calls per second 1.13809426E7
Mantle draw calls per second 8571791.8
DX11 Multi-threaded draw calls per frame 24576.0
DX11 Single-threaded draw calls per frame 21504.0
DX12 draw calls per frame 380928.0
Mantle draw calls per frame 294912.0
DX11 Multi-threaded final fps 27.17 fps
DX11 Single-threaded final fps 32.37 fps
DX12 final fps 29.88 fps
Mantle final fps29.07 fps
In the DX 12 run the final frame used 380928.0 draw calls and was running at 29.88 fps and made 11382128.64 draw calls to make it.
29.88 = 11382128.64/380928.0
Showing the working to make sure the units tally:
frames/second = (Draw calls/second)/(Draw calls/frame) = (1/second)/(1/frame) = frames/second
And they could. Until AMD pointed out to gamers what was missing with Mantle. You don't know what you're missing until it's shoved in your face.
But still, DX11 API performance on AMD cards seems pisspoor. Why? No. It doesn't even have FL_12 yet. Just WDDM 2.0. And no, none of the above stuff is supported yet.
the thread was about how nvidia hardware seems to work better on weaker CPU's, but it was close - nvidia drivers are just better at multi threading in DX11
I've noticed a lot smoother DX11 gameplay on these drivers and i'm curious if the draw calls are why
www.3dmark.com/3dm/6476922