No DX12 Software is Suitable for Benchmarking *spawn*

I'm nearly embarrassed by the great performance I have with my RX 480. I did not quite realize how much the rendering differences would make.

It is sweet as can be. Sorry to be a fangirl, but it is readily apparent to me.

What CPU do you have?
 
If that's the case how would comparison's be made

So how would performance comparisons be performed against older API to confirm there has in fact been performance increases due to the newer API?
You can't really do that, only by reverse engineering (capturing API calls for exemple) will let you see whether the engine is really making good use of the new API. (And knowing which patterns to expect to see/not to see.)
It's a case of how much faster the engine/game would be if the API was used "properly"/better.
 
HOCP review of Deus EX Mankind Divided DX12 performance from a gameplay perspective:

The moral of the story here, from our findings is run this game in DX11, look past DX12 for now. DX12 provides no performance benefit at this time according to our testing. DX12 also offers no visual differences. DX12 also consumes more VRAM. The only potential benefit would have been performance, but apparently DX12 cannot provide that in this game. Whether you are running AMD, or NVIDIA, stick with DX11 in this game and you’ll be a happy camper.
http://www.hardocp.com/article/2016...ivided_dx12_performance_review/8#.WC_tUCT63IU

Also Civ 6 has received a DX12 patch, here is the results from the internal benchmark:
s6_1920_11.png
s6_1920_12.png

http://gamegpu.com/rts-/-стратегии/sid-meier-s-civilization-vi-test-gpu
 
EA: Our Games Are Developed for High-end PCs
It remains an issues, game developers that think that console ports are an acceptable thing to bring towards the PC. EA is clearly taking another stance, the recent Battlefield 1 absolutely delivered on that front, being a proper PC gaming title.

EA on their end announced on a conference that their Games Are Developed for High-end PCs, and then are scaled backwards to consoles, as reported on pcgamer:
http://www.guru3d.com/news-story/ea-our-games-are-developed-for-high-end-pcs.html
 
For what it's worth, I didn't notice any performance difference on Core i5-6200U with HD Graphics 520. Not that the performance was anything to write home about to begin with either (haven't actually run the benchmark, just based on how it feels)
 
Is that confirmed by developer or purely from visual inspection of screenshots?
 
Is that confirmed by developer or purely from visual inspection of screenshots?
All DX12 games are confirmed to have no IQ difference in DX11 mode, by both developers and inspection.

For the 480, the difference between DX11 and 12 (performance wise) has been less obvious in the past, however things seem to have changed with latest drivers and patches.
http://www.eurogamer.net/articles/digitalfoundry-2016-quantum-break-on-dx11-is-better-than-dx12
https://www.computerbase.de/2016-09/quantum-break-steam-benchmark/3/
 
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Were the test run under fullscreen or windowed mode? I was aware of some performance issues under windowed mode for the UWP application (and I am not aware if they have been fixed, I just started now to foolish around with WinRT).

Anyway, it would be interesting to see if the MS Store version uses the awful C++/CX extension or the new C++/WinRT library (which is standard C++) to project with the Windows Runtime. The first in some situation is kinda... slow and doesn't allow very advanced memory management techniques (or none at all.. well, without tons of COM remapping-crap super awful code).
 
The current state of DirectX 12 in PC gaming, was it worth the hype?
However, as it turns out, things did not go as well as most PC gamers anticipated back in 2015. Like it or not, DX12 – in its current state – is not up to what we were expecting from a low-level API. In fact, DX12 is slower than DX11 in almost every game, without adding any new graphical effects (something that was happening in previous versions of DirectX that could somehow justify the performance differences).
http://www.dsogaming.com/editorial/...irectx-12-in-pc-gaming-was-it-worth-the-hype/
 
Which engine is designed around low level API ?
Any engine supporting a low level API but designed around a higher level API will unlikely benefit from much, also since many things are pushed to the GPU with "compute", some of the benefits of those API are not that important.
They don't even shine when it comes to memory management, but they still have preformance benefit potential.
 
Curious why Mantle saw performance gains across the board with nearly every game, including DICE's Frostbite engine based Battlefield 4, now with DX12 Battlefield One and nearly every game other than AoS and a few others we see the mirror opposite.
 
Curious why Mantle saw performance gains across the board with nearly every game,
Most of Mantle's benefits were achieved in CPU limited scenarios, people with dual core, low clocked CPUs, and at low details (which pushes the CPU harder). At max details, the impact was not as nuanced.
 
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