The off results are very odd for all GPUs. Hopefully some explanation is uncovered.
@trinibwoy That's pretty much what you'd expect though, isn't it? I'm assuming the non mesh-shader is kind of written worst case where you load in a bunch of vertex data, run your vertex shader and then let the fixed raster units do all of the culling. The vertex shader pipeline is not good for taking advantage of the parallelism of gpus because of the way vertices are indexed and output by the input assembler, or something like that. The mesh shader pipeline also removes the need to write out some index buffers to pass between shader stages. This test is probably written so it's not really doing much other than processing geometry and the mesh shaders do it way faster. AAA games would do more culling with compute shaders to get some similar benefits, but I don't know how you'd compare.
https://support.benchmarks.ul.com/e...erview-of-the-3dmark-mesh-shader-feature-testof vertex attribute fetch and fixed function culling activity with mesh shaders off. Instead there's nothing.
I think a really important part of this article is the following: "Do note that we chose the best or close to best scores that were available at the time of writing. It is by no means an accurate representation of each architecture performance. It is only meant to provide a basic understanding of how fast each DirectX12 architecture might be."
Latest drivers for both Mesh Shaders Off, Mesh Shaders On :
RTX 3080: 67.32 fps, 584.09 fps
RX 6800 XT: 28.09 fps, 468.77 fps
https://www.pcgamer.com/nvidias-rtx-3080-destroys-amds-rx-6800-xt-in-new-3dmark-test/
PC Gamer said:To be honest, it doesn't look all that incredible
Couldn’t have said it better myself.
PC Gamer said:Honestly, I just want to be able to actually buy one of them.
How should mesh shading be possible on RDNA1? It's a GPU hardware feature only available on current gen cards and Turing. RDNA1 uses primitive shaders AFAIK.
Maybe he means running mesh shaders in software, similar to Raytracing on Pascal cards?
It’s been in the works for a long time, just the focus was on the perf of the mesh shader path, especially as one of the first uses of it on PC. The “off” case leans heavily on ExecuteIndirect, in a non-idiomatic way to use that to drive the GPU, so it’s not as interesting. Nice EI test, but not how a production renderer would do anything.The most likely explanation is that the benchmark was quickly thrown together with no optimization. With mesh shader off the card is seemingly idle for long periods of time with none of the functional units doing any work.