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Dx12 vs 11 (draw calls per second)
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Dx12 vs 11 (draw calls per second)
04-07-2015, 01:29 AM (This post was last modified: 04-07-2015, 01:29 AM by rlaugh0095.)
#1
rlaugh0095 Offline
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[color=#666666]Directx 12 vs 11[/color]


So, if you have the latest build of windows 10 and the paid version of 3dmark, you can take a test that compares draw calls between dx12 and 11 and my results......dx 12 is op as shet! o.o
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04-07-2015, 03:06 AM
#2
kinkinkijkin Offline
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wait, isn't the point of dx12 to be able to do more things with less draw calls, or was it to reduce the CPU overhead of draw calls?
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
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04-07-2015, 05:15 AM
#3
rlaugh0095 Offline
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(04-07-2015, 03:06 AM)kinkinkijkin Wrote: wait, isn't the point of dx12 to be able to do more things with less draw calls, or was it to reduce the CPU overhead of draw calls?

I believe it was cpu overhead of draw calls.
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04-08-2015, 08:23 PM
#4
ssakash Offline
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DX12 reduces the CPU overhead in most cases. AFAIK, the draw call rate is around 9-10 times faster. one of the scenario which DX12 benefits from over DX11 is the way it dispatches the calls. In DX11, the API itself makes sure that read/write should be made complete before a specific call which in turn, cause some Idle time before the next call.

Whereas in DX12, The user can manipulate the needs of a preferred Idle time on his own. which in turn causes the dispatched calls to be run without any Idle times.

There are still more other scenarios in which DX12 fares better than DX11, you would have look to it If, you're Interested. Smile
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04-09-2015, 10:48 PM (This post was last modified: 04-09-2015, 10:48 PM by rlaugh0095.)
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rlaugh0095 Offline
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(04-08-2015, 08:23 PM)phantom theif 1412 Wrote: DX12 reduces the CPU overhead in most cases. AFAIK, the draw call rate is around 9-10 times faster. one of the scenario which DX12 benefits from over DX11 is the way it dispatches the calls. In DX11, the API itself makes sure that read/write should be made complete before a specific call which in turn, cause some Idle time before the next call.

Whereas in DX12,  The user can manipulate the needs of a preferred  Idle time on his own. which in turn causes the dispatched calls to be run without any Idle times.

There are still more other scenarios in which DX12 fares better than DX11, you would have look  to it If, you're Interested. Smile
Thanks for the indepth explanation! Honestly I'd say emulation is where im most excited to see it applied. ^.^ It would be cool if it would be enough to help speed up citra and ps3 emulation.
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04-19-2015, 11:13 PM
#6
randomftw Offline
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(04-09-2015, 10:48 PM)rlaugh0095 Wrote:
(04-08-2015, 08:23 PM)phantom theif 1412 Wrote: DX12 reduces the CPU overhead in most cases. AFAIK, the draw call rate is around 9-10 times faster. one of the scenario which DX12 benefits from over DX11 is the way it dispatches the calls. In DX11, the API itself makes sure that read/write should be made complete before a specific call which in turn, cause some Idle time before the next call.

Whereas in DX12,  The user can manipulate the needs of a preferred  Idle time on his own. which in turn causes the dispatched calls to be run without any Idle times.

There are still more other scenarios in which DX12 fares better than DX11, you would have look  to it If, you're Interested. Smile
Thanks for the indepth explanation! Honestly I'd say emulation is where im most excited to see it applied. ^.^ It would be cool if it would be enough to help speed up citra and ps3 emulation.

also waiting to see what dx12 can bring to AMD cpu's and emulation
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04-21-2015, 03:50 AM
#7
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It won't do anything to help AMD cpus as it will have no effect on CPU or DSP emulation.
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04-21-2015, 06:23 AM
#8
kinkinkijkin Offline
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there is no significant hit on the CPU as far as I know from draw calls, since there isn't a ton to render
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
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04-21-2015, 01:01 PM
#9
NKF98 Offline
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What effect do y'all think DX12 will have on iGPU?
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Check here first:
wiki.dolphin-emu.org
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04-23-2015, 08:07 AM
#10
okamiterasu Offline
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(04-21-2015, 01:01 PM)NKF98 Wrote: What effect do y'all think DX12 will have on iGPU?

Minimal
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