First Thoughts

Bringing our preview of DirectX 12 to a close, what we’re seeing today is both a promising sign of what has been accomplished so far and a reminder of what is left to do. As it stands much of DirectX 12’s story remains to be told – features, feature levels, developer support, and more will only finally be unveiled by Microsoft next month at GDC 2015. So today’s preview is much more of a beginning than an end when it comes to sizing up the future of DirectX.

But for the time being we’re finally at a point where we can say the pieces are coming together, and we can finally see parts of the bigger picture. Drivers, APIs, and applications are starting to arrive, giving us our first look at DirectX 12’s performance. And we have to say we like what we’ve seen so far.

With DirectX 12 Microsoft and its partners set out to create a cross-vendor but still low-level API, and while there was admittedly little doubt they could pull it off, there has always been the question of how well they could do it. What kind of improvements and performance could you truly wring out of a new API when it has to work across different products and can never entirely avoid abstraction? The answer as it turns out is that you can still enjoy all of the major benefits of a low-level API, not the least of which are the incredible improvements in CPU efficiency and multi-threading.

That said, any time we’re looking at an early preview it’s important to keep our expectations in check, and that is especially the case with DirectX 12. Star Swarm is a best case scenario and designed to be a best case scenario; it isn’t so much a measure of real world performance as it is technological potential.

But to that end, it’s clear that DirectX 12 has a lot of potential in the right hands and the right circumstances. It isn’t going to be easy to master, and I suspect it won’t be a quick transition, but I am very interested in seeing what developers can do with this API. With the reduced overhead, the better threading, and ultimately a vastly more efficient means of submitting draw calls, there’s a lot of potential waiting to be exploited.

Frame Time Consistency & Recordings
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  • inighthawki - Monday, February 9, 2015 - link

    >> btw funny how "M$ would need to do huge kernel rework to bring DX12 to Win7/8" while mantle, which does similar thing, is easily capable to be "OS version independent" (sure it is amd specific but still)

    How do you know that DX12 will not support a number of features that Mantle will not? For example, DX12 is expected to provide the application with manual memory management, a feature not available in Mantle while running on WDDM 1.3 or below.
  • lordken - Tuesday, February 10, 2015 - link

    what I meant is in performance terms. While mantle is able to deliver +/-same performance boost as DX12 but still on old windows kernel.
    Not saying DX12 wont support something that mantle wont be able to do on old windows kernel. I merely tried to highlight that same performance boost can be achieved on current OS without the need of M$ taunting gamers with Win10 (forced) upgrade for DX12
  • killeak - Tuesday, February 10, 2015 - link

    "btw funny how "M$ would need to do huge kernel rework to bring DX12 to Win7/8" while mantle, which does similar thing, is easily capable to be "OS version independent" (sure it is amd specific but still)"

    Direct3D has a very different design. While APIs like OpenGL or Mantle are implemented in the drivers, Direct3D is implemented (the runtime) in the OS. That means, that no matter what hardware you have, the code that is executed under the API, is for most part, always the same. Sure, the Driver needs to expose and abstract the hardware (following another API, in this case WDDM 2.0), but the actual implementation is much more slim. Which means is much more solid and reliable.

    Now, OpenGL is implemented in the driver, the OS only expose the basic C functions to create the context and the like. A good driver can make OpenGL works as fast, or even more, than D3D, but the reality says that 90% of the time, OpenGL works worse. Not just because of performance, but because each driver for each OS and each GPU has a different implementation, things usually doesn't work as you expected.

    After years of working with OpenGL and D3D, the thing that I miss more of D3D when I am coding for OpenGL platforms, is the single runtime. Program once, run everywhere (well on every windows) works on D3D but not on OpenGL, hell is even harder on mobile with OpenGL ES, and the broken drivers of Mali, Qualcomm, etc. Sure, if your app is simple OpenGL works, but for AAA it just doesn't cut...

    The true is, IHVs are here to sell hardware, not software, so they invest the minimum time and money on it (most of the time they optimize drivers for big AAA titles and benchmarks). For mobile, where SoCs are replaced every year, is even workse, since drivers never get mature enough. Heck, Mali for example doesn't have devices with the 700 series on the market and they already announced the 800 series, while their OpenGL ES drivers for the 600 are really bad.

    Going back to Mantle and Win7/8. In the drivers, you can do what ever you want, so yes, you can make your own API and make it work wherever you want, that is why Mantle can do things low level without WDDM 2.0, it doesn't need to be common or compatible to other drivers/vendors.
  • Bill McGann - Tuesday, February 10, 2015 - link

    Yeah, this is a huge reason why GL is largely ignored by Windows devs. D3D is extremely stable thanks to it largely being implemented by MS, and them having the power to test/certify the vendor's back-ends.
    GL on the other hand is the wild west, with every vendor doing whatever they like... You even have them stealing MS's terrible 90's browser-war strategies of deliberately supporting broken behavior, hoping devs will use it, so that games will break on other vendor's (strictly compliant) drivers. Any situation where vendors are abusing devs like this is pretty f'ed up.
  • tobi1449 - Thursday, February 12, 2015 - link

    The console & pc aspect isn't going anywhere and was never meant to. AMD formulated their early press releases in a way that some people jumped the hype train before it was even built, but AMD was shut down by Microsoft and Sony pretty quickly about that.
  • Bill McGann - Tuesday, February 10, 2015 - link

    FYI mantle is very carefully specified as a vendor-agnostic API, like GL, with extensions for vendor-specific behavior.

    If AMD even bother launching Mantle after D3D12/GLNext appear, and if it remains AMD-only, it's because nVidia/Intel have chosen not to adopt the spec, not because AMD have deliberately made it AMD-only.
  • tobi1449 - Thursday, February 12, 2015 - link

    a) I can see why there's resistance against adopting a competitors API.
    b) AFAIK AMD hasn't released anything needed to implement Mantle for other hardware yet. Sure, they've often talked about it and most of the time Mantle is mentioned this pops up, but in reality (if this is still correct) it is as locked down as say G-Sync or PhysX.
  • Arbie - Tuesday, February 10, 2015 - link

    I closely followed graphics board technology and performance for many years. But after a certain point I realized that there are actually very few - count 'em on one hand - games that I even enjoy playing. Three of those start with "Crysis" (and the other two with "Peggle"). The Battlefield series might have the same replay interest; don't know.

    So unless and until there are really startling ~3x gains for the same $$, my interest in desktop graphics card performance is much more constrained by game quality than by technology. I don't want to run "Borderlands" 50% faster because... I don't want to run it at all. Or any other of the lousy console ports out there.
  • computertech82 - Wednesday, February 11, 2015 - link

    SLIGHT PROBLEM. I think it's safe to say the dx11 vs dx12 was ran on the SAME OS 10. That probably just means dx11 runs crappy on win10, not that dx12 is so much better. I bet it would be different with win7/8 dx11 vs win10 dx12 (meaning very little difference).
  • Notmyusualid - Thursday, February 12, 2015 - link

    Good point - hadn't considered it until you mentioned it.

    Then the comparison should really have been dx11 - Win 7/8, dx12 - Win 10, Mantle - both (if poss).

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