Yup, 6 years now and still going strong ..Oh, is this a thread where people can gush their hatred towards developers' imcompetence of coding in DX12?
Yup, 6 years now and still going strong ..
Given this is a complete disaster probably not. A hell of a lot of games do run better under low level APIs on AMD GPUS though. Both RDNA and older GCNs from the Paxwell era.
There were several games where D3D12 would end up being faster on AMD while D3D11 would be faster on Nvidia.I think you need a few examples to prove that’s actually true. My recollection of the past few years is that whenever DX12 is slower it’s slower on all architectures.
When it’s bad its bad on all vendors, but the worst on Nvidia. When good it’s still slower on Nvidia just to a smaller degree, while AMD sees a performance uplift. Do people really not remember the regular practice of benchmarkers using DX11 for Nvidia GPUs and DX12 for AMD?I think you need a few examples to prove that’s actually true. My recollection of the past few years is that whenever DX12 is slower it’s slower on all architectures.
When it’s bad its bad on all vendors, but the worst on Nvidia. When good it’s still slower on Nvidia just to a smaller degree, while AMD sees a performance uplift. Do people really not remember the regular practice of benchmarkers using DX11 for Nvidia GPUs and DX12 for AMD?
Very few benchmarks of Pascal or Maxwell these days so I couldn't say as all the API comparisons done by outlets like Computerbase always use recent GPUs. Only GameGPU really has results for those older GPUs in newer DX12 titles and GCN consistently overperforms compared to Paxwell.Any recent examples of DX12 being a net performance win on AMD while being a net loss on Nvidia?
Very few benchmarks of Pascal or Maxwell these days so I couldn't say as all the API comparisons done by outlets like Computerbase always use recent GPUs. Only GameGPU really has results for those older GPUs in newer DX12 titles and GCN consistently overperforms compared to Paxwell.
I can show you examples from that era of games with GCN gaining and Paxwell losing. Just not in any recent titles for the aforementioned reason. My claim was that it was a hardware problem for Nvidia, their older architectures in particular. It’s harder to determine now since API comparisons are so rare as few games of any relevance offer both. Also just to clarify I’m not absolving the software side of things, but when virtually no developer is able to offer a better experience on GPUs from only a specific vendor can we place all the blame on them and none on the hardware?I remember Paxwell’s struggles. The claim though was that poor DX12 performance is a hardware problem. If we can’t find examples of any architectures that actually gain performance in DX12 mode doesn’t that imply the problem is actually elsewhere?
What use have these features brought consumers? The 2 titles that use VXAO or HFTS where said GPUs are too slow for most gamers to realistically use?They were certainly more compatible with DX12 specs than AMD. They supported Conervative Rasterization and Raster Order, all GCN GPUs lacked such features completely.
Nope.
This is incorrect, don't over-generalize unless you have a full set of data points, you are selecting examples and drawing the wrong conclusions, your selection has nothing to do with DX12.only GameGPU really has results for those older GPUs in newer DX12 titles and GCN consistently overperforms compared to Paxwell.
There was (and is) no difference in D3D11 vs D3D12 performance on "Paxwell" vs Turing+. The issue with lower D3D12 performance on "Paxwell" wasn't in h/w, it was in bad optimization of said renderers for Nvidia h/w, and this is still true even on Lovelace - even more so I'd say as the absolute performance numbers are considerably higher now and thus the absolute delta between 11 and 12 is also higher.Very few benchmarks of Pascal or Maxwell these days so I couldn't say as all the API comparisons done by outlets like Computerbase always use recent GPUs. Only GameGPU really has results for those older GPUs in newer DX12 titles and GCN consistently overperforms compared to Paxwell.
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This has got to be a new record or something...
D3D12 is 30% slower than D3D11 here in a 100% CPU limited scenario.
I wonder how they've managed to achieve this...
There is no "dx12on11". There is dx11on12 so the opposite, and they do seem to use it for something (my guess would be some 3rd party plugin like Hairworks? is there a dx12 version of the library available?} but not for the whole engine probably as that wouldn't allow them to use RT.I assume it's that DX12on11 thing. Presumably you're getting DX11 performance as the baseline with the additional overhead of the conversion.
There is no "dx12on11". There is dx11on12 so the opposite, and they do seem to use it for something (my guess would be some 3rd party plugin like Hairworks? is there a dx12 version of the library available?} but not for the whole engine probably as that wouldn't allow them to use RT.
D3D11On12 is a mechanism by which developers can use D3D11 interfaces and objects to drive the D3D12 API. D3D11on12 enables components written using D3D11 (for example, D2D text and UI) to work together with components written targeting the D3D12 API. D3D11on12 also enables incremental porting of an application from D3D11 to D3D12, by enabling portions of the app to continue targeting D3D11 for simplicity while others target D3D12 for performance,
Do we have any evidence of the game actually being D3D11on12 as a whole? I find it hard to believe considering that you can't add RT to D3D11 in the first place.