DirectX 12 vs. DirectX 11

Now that we’ve had the chance to look at DirecX 12 performance, let’s take a look at things with DirectX 11 thrown into the mix. As a reminder, while the two rendering paths are graphically identical, the DirectX 12 path introduces the latter’s multi-core scalability along with asynchronous shading functionality. The game and the underlying Nitrous engine is designed to take advantage of both, but particularly the multi-core functionality as the game pushes some very high batch counts.

Ashes of the Singularity (Beta) - High Quality - DirectX 11 vs. DirectX 12

Given that we had never benchmarked Ashes under DirectX 11 before, what we had been expecting was a significant performance regression when switching to it. Instead what we found was far more surprising.

On the RTG side of matters, there is a large performance gap between DX11 and DX12 at all resolutions, increasing with the overall performance of the video card being tested. Even on the R9 290X and the 7970, using DX12 is a no brainer, as it improves performance by 20% or more.

The big surprise however is with the NVIDIA cards. For the more powerful GTX 980 Ti and GTX 780 Ti, NVIDIA doesn’t gain anything from the DX12 rendering path; in fact they lose a percent or two in performance. This means that they have very good performance under DX11 (particular the GTX 980 Ti), but it’s not doing them any favors under DX12, where as we’ve seen RTG has a rather consistent performance lead. In the past NVIDIA has gone through some pretty extreme lengths to optimize the CPU usage of their DX11 driver, so this may be the payoff from general optimizations, or even a round of Ashes-specific optimizations.

Ashes of the Singularity (Beta) - High Quality 1920x1080 - DirectX 12 Perf. Gain

Breaking down the gains on a percentage basis at 1080p, the most CPU-demanding resolution, we find that the Fury X picks up a full 50% from DX12, followed by 29% and 23% for the R9 290X and 7970 respectively. Meanwhile at the opposite end of the spectrum are the GTX 980 Ti and GTX 780 Ti, who lose 1% and 3% respectively.

Finally, right in the middle of all of this is the GTX 680. Given what happens to the architecturally similar GTX 780 Ti, this may be a case of GPU memory limitations (this is the only 2GB NVIDIA card in this set), as there’s otherwise no reason to expect the weakest NVIDIA GPU to benefit the most from DX12.

Overall then this neatly illustrates why RTG in particular has been so gung-ho about DX12, as Ashes’ DX12 path has netted them a very significant increase in performance. To some degree however what this means is a glass half full/half empty full situation; RTG gains so much from DX12 in large part because of their poorer DX11 performance (especially on the faster cards), but on the other hand a “simple” API change has unlocked a great deal of GPU power that wasn’t otherwise being used and vaulted them well into the lead. As for NVIDIA, is it that their cards don’t benefit from DX12, or is it that their DX11 driver stack is that good to begin with? At the end of the day Ashes is just a single game – and a beta game at that – but it will be interesting to see if this is a one-off situation or if it becomes recurring.

DirectX 12 Multi-GPU Performance The Performance Impact of Asynchronous Shading
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  • knightspawn1138 - Thursday, February 25, 2016 - link

    I think that Radeon's advantage in DX12 comes from the fact that most of DX12's new features were similar to features AMD wrote into the Mantle API. They've been designing their recent cards to take advantage of the features they built for Mantle, and now that DX12 includes many of those features, their cards essentially get a head-start in optimization.

    If Radeon and NVidia were running a 100-yard dash, it just means that Radeon's starting block is about 5-yards ahead of NVidia's. I (personally) think that NVidia's still the stronger runner, and they easily have the potential to catch up to Radeon's head start if they optimize their drivers some more. And, honestly, a 4fps gap should not be enough of a reason to walk away from whichever brand you already prefer.

    I still prefer NVidia due to the lower power consumption, friendlier drivers, 3D glasses, and game streaming they've had for a few years. I used to like ATI cards, but when the Catalyst Control Center started sucking more cycles out of my CPU than the 3D games, I switched to NVidia.

    I would also like to have seen the GTX 970 in some of these benchmarks. I understand benchmarking the highest-end cards, but I hope that when the game is out of beta and being used as an official DX12 benchmark, we get some numbers from the more affordable cards.
  • Shadowmaster625 - Thursday, February 25, 2016 - link

    Of course Nvidia's performance doesnt go up under DX12. That is no doubt intentional. Why would they improve their current cards when they can sell all new ones to the same gullible fools that fell for that trick the last time around?
  • Denithor - Thursday, February 25, 2016 - link

    I had exactly the same thought. AMD may have shot themselves in the foot. Everyone using their cards is going to see a 10-20% boost in performance, meaning they may not need an upgrade this cycle.
  • silverblue - Thursday, February 25, 2016 - link

    Perhaps, but DX12's lower overhead would just encourage devs to make even more complex scenes. Result: same performance, better visuals.

    All the people jumping on NVIDIA need to be careful, as there's parts of the DX12 spec that they support better than AMD. Give it a year to eighteen months and we'll see how this pans out.
  • K_Space - Sunday, February 28, 2016 - link

    Having read all 13 pages of comments I was surprised no one mentioned this either. I'll certainly be keeping my 295x2 for at least the next 18 months if not 24 months. With AFR and VR coming up, Dual GPUs is the way to go.
  • Drake O - Thursday, February 25, 2016 - link

    I was really hoping to see the benefits of sharing workload with the iGPU. Not everyone has multiple GPUs(but I do) but most people have a CPU with onboard graphics. If people with graphics cards can finally start using this recourse that would be a very good thing for a tremendous number of users. Please follow this article up as soon as possible with one on this area. Maybe one percent of users have different brand video cards laying around, maybe five percent have multiple similar GPUs but almost everyone has a video card and an unused iGPU on their CPU. This is the obvious first direction to take.
  • rhysiam - Thursday, February 25, 2016 - link

    This is (sort of) covered in the article and covered clearly in the comments above. This particular game is only using AFR, and the devs have clearly said (as noted in the article) that you'll never get more than double the performance of the slower graphics solution. Just about any discrete GPU worth of the name will be more than double the performance of an IGP and therefore is better (for this game) run on its own.

    DX12 opens up a raft of possibilities to use any and all available graphics resources, including IGPs, but it leaves the responsibility entirely with the game developers. For this game at this time, the devs aren't looking to make use of onboard graphics unless it's paired with a similarly anaemic GPU.
  • Drake O - Thursday, February 25, 2016 - link

    If virtually everyone can boost their framerate by 20% at no cost then it is a big thing. Most people want one processor and one video card. Multiple video cards offer a very real performance boost but there is a downside, more power, more heat and frequent compatibility issues. With DX12 developers can send the post processing to the iGPU and let the video card handle the rest. Again a 20% performance boost for free. Only then should you think about the much smaller market that wants to run with multiple video cards.
  • Kouin325 - Friday, February 26, 2016 - link

    yes indeed they will be patching DX12 into the game, AFTER all the PR damage from the low benchmark scores is done. Nvidia waved some cash at the publisher/dev to make it a gameworks title, make it DX11, and to lock AMD out of making a day 1 patch.

    This was done to keep the general gaming public from learning that the Nvidia performance crown will all but disappear or worse under DX12. So they can keep selling their cards like hotcakes for another month or two.

    Also, Xbox hasn't been moved over to DX12 proper YET, but the DX11.x that the Xbox one has always used is by far closer to DX12 than DX11 for the PC. I think we'll know for sure what the game was developed for after the patch comes out. If the game gets a big performance increase after the DX12 patch then it was developed for DX12, and NV possibly had a hand in the DX11 for PC release. If the increase is small then it was developed for DX11,

    Reason being that getting the true performance of DX12 takes a major refactor of how assets are handled and pretty major changes to the rendering pipeline. Things that CANNOT be done in a month or two or how long this patch is taking to come out after release.

    Saying "we support DirectX12" is fairly ease and only takes changing a few lines of code, but you won't get the performance increases that DX12 can bring.
  • Kouin325 - Friday, February 26, 2016 - link

    yes indeed they will be patching DX12 into the game, AFTER all the PR damage from the low benchmark scores is done. Nvidia waved some cash at the publisher/dev to make it a gameworks title, make it DX11, and to lock AMD out of making a day 1 patch.

    This was done to keep the general gaming public from learning that the Nvidia performance crown will all but disappear or worse under DX12. So they can keep selling their cards like hotcakes for another month or two.

    Also, Xbox hasn't been moved over to DX12 proper YET, but the DX11.x that the Xbox one has always used is by far closer to DX12 than DX11 for the PC. I think we'll know for sure what the game was developed for after the patch comes out. If the game gets a big performance increase after the DX12 patch then it was developed for DX12, and NV possibly had a hand in the DX11 for PC release. If the increase is small then it was developed for DX11,

    Reason being that getting the true performance of DX12 takes a major refactor of how assets are handled and pretty major changes to the rendering pipeline. Things that CANNOT be done in a month or two or how long this patch is taking to come out after release.

    Saying "we support DirectX12" is fairly ease and only takes changing a few lines of code, but you won't get the performance increases that DX12 can bring.

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