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Futuremark Releases 3DMark Update with API Overhead Feature-set

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Try on that build windows update? Or mighty google and decrypt an ESD?
Yes. If you have it set to install preview builds fast in the advanced options. Which might be faster than downloading and installing the iso. I've been on build 10041 for over a week now from setting it to fast preview builds installs.
 
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So DX12 is better then Mantle on all but 8 thread tests. Interesting.
That's subjective, it depends on what you think is better.
DX 12 has higher figures in draw call, but Mantle pulls close to the same numbers but in less than half the time.
 
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So can I run the DX12 test on my 5870? I'm pretty sure it supports DX11 FL 11_0.

Its said that ALL DX11 cards should support the lower level part of DX12, but given age of that card don't be to surprised if that isn't the case.
 
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For DX12 users can you use it's full features ? like the use different GPUs or use cumulative memory from multi cards ? I mean does the latest version support those features ?.
 
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For DX12 users can you use it's full features ? like the use different GPUs or use cumulative memory from multi cards ? I mean does the latest version support those features ?.
I don't have multiple GPUs, so I can't verify that those features(if they exist) can be used. But the version of DX12 provided with the 10 tech preview appears to be full/complete. And to take full advantage of it only requires also installing the latest graphics drivers for 8.1, from Nvidia or AMD(or probably Windows Update too, can't confirm that though).
 
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Does anyone here knows how to translate draw calls/overhead to fps?
 
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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
 
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Heres my results for just the DX11 test, on my 4770k at 4.4ghz



Considering that btarunr's system and yours have more or less equal cost segment products from AMD and NVIDIA, it's surprising NVIDIA is able to squeeze out that much more DX11 draw calls.

Not really sure either.

High level API abstraction became popular basically because software developes asked for it. It was basically developer laziness that spawned it and it has existed as long as DirectX and OpenGL have. Before these standards existed, people generally coded in DOS on the CPU and GPUs were seen as such GREAT improvements over software rendering that they could get away with high level abstraction like that.

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?

I don't have multiple GPUs, so I can't verify that those features(if they exist) can be used. But the version of DX12 provided with the 10 tech preview appears to be full/complete.

No. It doesn't even have FL_12 yet. Just WDDM 2.0. And no, none of the above stuff is supported yet.
 
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@R-T-B its because NVIDIA was able reduce overhead through drivers fairly well since their big 345.xx release or whatever.
 
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@R-T-B its because NVIDIA was able reduce overhead through drivers fairly well since their big 345.xx release or whatever.

I'm aware of that. I guess I'm just flabberghasted at how much they squeezed out of supposedly "flawed" DX11. AMD needs to follow suit, but given the direction of things I doubt they will.
 

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I'm aware of that. I guess I'm just flabberghasted at how much they squeezed out of supposedly "flawed" DX11. AMD needs to follow suit, but given the direction of things I doubt they will.

I don't think they know how..............i kid i kid har har har
 
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I don't think they know how..............i kid i kid har har har

Honestly, given their condition I don't think they have the R&D bugdet, which makes your statement more true than I'd like...
 
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Just WDDM 2.0. And no, none of the above stuff is supported yet.

I may be wrong... but IMHO drivers here is the last importance... The windows kernel and the function layers is the most important ones ensuring the thing works... as DX12 talks directly the the kernel has more possibilities to ensure the draw call specific functions execute, as it is their own creation, AMD with mantle cannot alter that, it simply must be more efficient.
 
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I may be wrong... but IMHO drivers here is the last importance... The windows kernel and the function layers is the most important ones ensuring the thing works... as DX12 talks directly the the kernel has more possibilities to ensure the draw call specific functions execute, as it is their own creation, AMD with mantle cannot alter that, it simply must be more efficient.

No you aren't wrong, you are very very right. While the "trim" (basically extended features) on DX12 isn't done/defined yet, the core part of it, WDDM 2.0 support in the kernel, is done and works quite well.
 

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absolutely effing fascinating, THIS makes me happy - something worthwhile in benchmarks and something that could really show differences between major driver releases.
 

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The results for this back up what a thread on TPU a week or two ago was speculating at


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
 
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The results for this back up what a thread on TPU a week or two ago was speculating at


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

They seem massively better at DX11 draw calls in general.
 
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Are the older cards like 780/ 780Ti going to support this on Win10?
 
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Are the older cards like 780/ 780Ti going to support this on Win10?

Pretty much anything DX11 should support the basics of DX12, and thus this test. So yeah, Fermi forward.
 

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can someone do a test for me with this and an AMD card, and see what differences there are between 14.12 and newer drivers, especially the 15.3 beta (not the 15.3.1)


I've noticed a lot smoother DX11 gameplay on these drivers and i'm curious if the draw calls are why
 
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