Does anyone here knows how to translate draw calls/overhead to fps?
The test ramps up the draw calls until the system cannot hold 30fps so the draw call/second figure is the number of draw calls at the end of the test at 30fps.
It's broken down in the detailed results below:
http://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