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
Comments Locked

153 Comments

View All Comments

  • Dug - Sunday, February 28, 2016 - link

    Very bad would indicate that it would be unplayable.
    I'm playing fine at over 60fps on nvidia. Maybe I should trade it in for an R9 to get 63fps?
  • C3PC - Wednesday, March 16, 2016 - link

    Not really, this is a beta for a game that is heavily embedded with AMD tech, the way the game handles it would favor AMDs implementation, it could go the other way for a game designed around Nvidia's implementation.

    Also, calling this bed performance of DX12? Maybe you should clarify that this is an implementation of 12_0 and not 12_1, I highly doubt AMD will fair as well as Nvidia under such circumstances.
  • jsntech - Wednesday, February 24, 2016 - link

    For Nvidia to perform the same or worse between DX11 and DX12 seems like a pretty big thing to be addressed with just an 'optimization', especially compared to AMD's results. I guess we'll see when it's out of beta!
  • Senti - Wednesday, February 24, 2016 - link

    Well, being low-level DX12 leaves much less to driver, so there should be less miraculous fps gains by driver optimization than in DX11.
  • mabellon - Wednesday, February 24, 2016 - link

    Something I have been wondering about this game is whether the DX11 vs DX12 comparison is really valid. The game apparently pushes higher draw calls and takes advantage of DX12. But when running in DX11 mode, is it still trying to push all those unique draw calls or is it optimized like most DX11 games and using draw call instancing? (Sorry not a game dev, so I don't fully grok the particulars).

    Basically, if the game was designed and optimized for DX11 it might perform well but not have the visual fidelity of so many draw calls (unique unit visuals). So the real difference should have been visual quality. Instead I get the impression that the game was designed to push DX12 and then when in DX11 mode stresses the draw call limitations, over emphasizing the apparent gains. Am I wrong?

    Currently it seems that porting a game from DX11 to DX12 nets up to a 50% improvement in framerates. The reality is more nuanced that existing games are clearly working around draw call limitations and thus won't see something quite so dramatic. Thoughts?
  • ImSpartacus - Wednesday, February 24, 2016 - link

    I think you're probably right.

    Dx12 doesn't simply improve performance and nothing else. So the massive performance improvements probably aren't entirely fair.
  • extide - Wednesday, February 24, 2016 - link

    It would have to use less draw calls for DX11 as hitting DX11 with the high number of calls you can do in DX12 would make it fall flat on it's face. I am sure the DX11 path is well optimised for DX11, I mean while this game is a big showcase for DX12, most people who play it will probably be on DX11 ...
  • Denithor - Thursday, February 25, 2016 - link

    People with nVidia cards will be playing in DX11 mode. People with AMD cards, even those three generations old, will be fine in DX12 mode with better eye candy and simultaneously better FPS.
  • Friendly0Fire - Wednesday, February 24, 2016 - link

    There's definitely quite a bit of that. Looking at the benchmark, a lot of the graphics design seems aimed at causing more draw calls (long-lasting smoke consisting of lots of unique particles, lots of small geometric details, etc.). While I'm absolutely convinced that DX12 will give better performance than DX11 in the long run and that the gap will be fairly large, I think this benchmark is definitely designed to overemphasize just how great DX12 is.
  • jardows2 - Wednesday, February 24, 2016 - link

    I would like to see how much of an impact the DX12 on a released game makes in the CPU world. Do you get better performance from multiple cores, or is it irrelevant? Speculation is that DX12 could change the normal paradigm for judging gaming performance on CPU's.

Log in

Don't have an account? Sign up now