Star Swarm & The Test

For today’s DirectX 12 preview, Microsoft and Oxide Games have supplied us with a newer version of Oxide’s Star Swarm demo. Originally released in early 2014 as a demonstration of Oxide’s Nitrous engine and the capabilities of Mantle, Star Swarm is a massive space combat demo that is designed to push the limits of high-level APIs and demonstrate the performance advantages of low-level APIs. Due to its use of thousands of units and other effects that generate a high number of draw calls, Star Swarm can push over 100K draw calls, a massive workload that causes high-level APIs to simply crumple.

Because Star Swarm generates so many draw calls, it is essentially a best-case scenario test for low-level APIs, exploiting the fact that high-level APIs can’t effectively spread out the draw call workload over several CPU threads. As a result the performance gains from DirectX 12 in Star Swarm are going to be much greater than most (if not all) video games, but none the less it’s an effective tool to demonstrate the performance capabilities of DirectX 12 and to showcase how it is capable of better distributing work over multiple CPU threads.

It should be noted that while Star Swarm itself is a synthetic benchmark, the underlying Nitrous engine is relevant and is being used in multiple upcoming games. Stardock is using the Nitrous engine for their forthcoming Star Control game, and Oxide is using the engine for their own game, set to be announced at GDC 2015. So although Star Swarm is still a best case scenario, many of its lessons will be applicable to these future games.

As for the benchmark itself, we should also note that Star Swarm is a non-deterministic simulation. The benchmark is based on having two AI fleets fight each other, and as a result the outcome can differ from run to run. The good news is that although it’s not a deterministic benchmark, the benchmark’s RTS mode is reliable enough to keep the run-to-run variation low enough to produce reasonably consistent results. Among individual runs we’ll still see some fluctuations, while the benchmark will reliably demonstrate larger performance trends.


Star Swarm RTS Mode

The Test

For today’s preview Microsoft, NVIDIA, and AMD have provided us with the necessary WDDM 2.0 drivers to enable DirectX 12 under Windows 10. The NVIDIA driver is 349.56 and the AMD driver is 15.200. At this time we do not know when these early WDDM 2.0 drivers will be released to the public, though we would be surprised not to see them released by the time of GDC in early March.

In terms of bugs and other known issues, Microsoft has informed us that there are some known memory and performance regressions in the current WDDM 2.0 path that have since been fixed in interim builds of Windows. In particular the WDDM 2.0 path may see slightly lower performance than the WDDM 1.3 path for older drivers, and there is an issue with memory exhaustion. For this reason Microsoft has suggested that a 3GB card is required to use the Star Swarm DirectX 12 binary, although in our tests we have been able to run it on 2GB cards seemingly without issue. Meanwhile DirectX 11 deferred context support is currently broken in the combination of Star Swarm and NVIDIA's drivers, causing Star Swarm to immediately crash, so these results are with D3D 11 deferred contexts disabled.

For today’s article we are looking at a small range of cards from both AMD and NVIDIA to showcase both performance and compatibility. For NVIDIA we are looking at the GTX 980 (Maxwell 2), GTX 750 Ti (Maxwell 1), and GTX 680 (Kepler). For AMD we are looking at the R9 290X (GCN 1.1), R9 285 (GCN 1.2), and R9 260X (GCN 1.1). As we mentioned earlier support for Fermi and GCN 1.0 cards will be forthcoming in future drivers.

Meanwhile on the CPU front, to showcase the performance scaling of Direct3D we are running the bulk of our tests on our GPU testbed with 3 different settings to roughly emulate high-end Core i7 (6 cores), i5 (4 cores), and i3 (2 cores) processors. Unfortunately we cannot control for our 4960X’s L3 cache size, however that should not be a significant factor in these benchmarks.

DirectX 12 Preview CPU Configurations (i7-4960X)
Configuration Emulating
6C/12T @ 4.2GHz Overclocked Core i7
4C/4T @ 3.8GHz Core i5-4670K
2C/4T @ 3.8GHz Core i3-4370

Though not included in this preview, AMD’s recent APUs should slot between the 2 and 4 core options thanks to the design of AMD’s CPU modules.

CPU: Intel Core i7-4960X @ 4.2GHz
Motherboard: ASRock Fatal1ty X79 Professional
Power Supply: Corsair AX1200i
Hard Disk: Samsung SSD 840 EVO (750GB)
Memory: G.Skill RipjawZ DDR3-1866 4 x 8GB (9-10-9-26)
Case: NZXT Phantom 630 Windowed Edition
Monitor: Asus PQ321
Video Cards: AMD Radeon R9 290X
AMD Radeon R9 285
AMD Radeon R7 260X
NVIDIA GeForce GTX 980
NVIDIA GeForce GTX 750 Ti
NVIDIA GeForce GTX 680
Video Drivers: NVIDIA Release 349.56 Beta
AMD Catalyst 15.200 Beta
OS: Windows 10 Technical Preview 2 (Build 9926)

Finally, while we’re going to take a systematic look at DirectX 12 from both a CPU standpoint and a GPU standpoint, we may as well answer the first question on everyone’s mind: does DirectX 12 work as advertised? The short answer: a resounding yes.

Star Swarm GPU Scaling - Extreme Quality (4 Cores)

The Current State of DirectX 12 & WDDM 2.0 CPU Scaling
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  • akamateau - Thursday, February 26, 2015 - link

    I think that Anand has uncovered something unexpected in the data sets they have collected. The graphs showing frame time and consistency show something else besides how fast Dx12 and Mantle generate frames.

    Dx12 and Mantle frame times are essentially the same. The variation are only due to run-time variations inside the game simulation. When the game simulation begins there far more AI objects and draw calls compared to later in the game when many of these objects have been destroyed in the game simulation. That is the reason the frame times get faster and smooth out.

    Can ANYBODY now say with a straight face that Dx12 is NOT Mantle?

    Since Mantle is an AMD derived instruction set it acts as a performance benchmark between both nVidia and AMD cards and shows fairly comparable and consistant results.

    However when we look at Dx11 we see that R9-290 is serious degraded by Dx11 in violation of the AMD vs Intel settlement agreement.

    How both nVidia and AMD cards be essentially equivalent running Dx12 and Mantle and so far apart running Dx11? That is the question that Intel needs to answer to the FTC and the Justice Department.

    This Dx11 benchmark is the smoking gun that could cost Intel BILLIONS.
  • Thermalzeal - Wednesday, March 4, 2015 - link

    Looks like my hunch was correct. Microsoft reporting that DX12 will bump performance on Xbox One ~20%.
  • Game_5abi - Monday, March 9, 2015 - link

    so if i have to build a pc should i go for fx series due to their more cores or there is no benefit of having more than 4 cores (and should buy a i5 processor)?
  • peevee - Friday, March 13, 2015 - link

    "The bright side of all of this is that with Microsoft’s plans to offer Windows 10 as a free upgrade for Windows 7/8/8.1 users, the issue is largely rendered moot. Though DirectX 12 isn’t being backported, Windows users will instead be able to jump forward for free, so unlike Windows 8 this will not require spending money on a new OS just to gain access to the latest version of DirectX. "

    But this is not true, Win10 is only going to be free for a year or so and then you'll have to pay EVERY year.
  • Dorek - Wednesday, March 18, 2015 - link

    "But this is not true, Win10 is only going to be free for a year or so and then you'll have to pay EVERY year."

    Wrong. Windows 10 will be free for one year, and after that you pay once to upgrade. If you get it during that one-year period, you pay 0 times.

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