Early Direct3D 12 Demos

Wrapping things up, while DirectX 12 is not scheduled for public release until the Holiday 2015 time period, Microsoft tells us that they’ve already been working on the API for a number of years now. So although the API is 18-20 months off from its public release, Microsoft already has a very early version up and running on partner NVIDIA’s hardware.

In their demos Microsoft showed off a couple of different programs. The first of which was Futuremark’s 3DMark 2011, which along with being a solid synthetic benchmark for heavy workloads, also offers the ability to easily be dissected to find bottlenecks and otherwise monitor the rendering process.


3DMark 2011 CPU Time: Direct3D 11 vs. Direct3D 12

As part of their presentation Microsoft showed off some CPU utilization data comparing the Direct3D 11 and Direct3D 12 versions of 3DMark, which succinctly summarize the CPU performance gains. By moving the benchmark to Direct3D 12, Microsoft and Futuremark were able to significantly reduce the single-threaded bottlenecking, distributing more of the User Mode Driver workload across multiple threads. Meanwhile the use of the Kernel Mode Driver and the CPU time it consumed were eliminated entirely, as was some time within the Windows kernel itself. Finally, the amount of time spent within Direct3D was again reduced.

This benchmark likely leans towards a best case outcome for the use of Direct3D 12, but importantly it does show all of the benefits of a low level API at once. Some of the CPU workload has been distributed to other threads, other aspects of the CPU workload have been eliminated entirely. Yet despite all of this there’s still a clear “master” thread, showcasing the fact that not even the use of a low level graphics API can result in the workload being perfectly distributed among CPU threads. So there will still be a potential single-threaded bottleneck even with Direct3D 12, however it will be greatly diminished compared to the kinds of bottlenecking that could occur before.

Moving on, Microsoft’s other demo was a game demo, showcasing Forza Motorsport 5 running on a PC. Developer Turn 10 had ported the game from Direct3D 11.X to Direct3D 12, allowing the game to easily be run on a PC. Powered by a GeForce GTX Titan Black, Microsoft tells us the demo is capable of sustaining 60fps.

First Thoughts

Wrapping things up, it’s probably best to start with a reminder that this is a beginning rather than an end. While Microsoft has finally publically announced DirectX 12, what we’ve seen thus far is the parts that they are ready to show off to the public at large, and not what they’re telling developers in private. So although we’ve seen some technical details about the graphics API, it’s very clear that we haven’t seen everything DirectX 12 will bring. Even a far as Direct3D is concerned, it’s a reasonable bet right now that Microsoft will have some additional functionality in the works – quite possibly functionality relating to next-generation GPUs – that will be revealed as the API is closer to completion.

But even without a complete picture, Microsoft has certainly released enough high level and low level information for us to get a good look at what they have planned; and based on what we’re seeing we have every reason to be excited. A lot of this is admittedly a rehash of we’ve said several months ago when Mantle was unveiled, but then again if Direct3D 12 and Mantle are as similar as some developers are hinting, then there may not be very many differences to discuss.

The potential for improved performance in PC graphics is clear, as are the potential benefits to multi-platform developers. A strong case has been laid out by AMD, and now Microsoft, NVIDIA, and Intel that we need a low level graphics API to better map to the capabilities of today’s GPUs and CPUs. Direct3D 12 in turn will be the common API needed to bring those benefits to everyone at once, as only a common API can do.

It’s important to be exceedingly clear that at least for the first phase the greatest benefits are on the CPU side and not the GPU side – something we’ve already seen in practice with Mantle – so the benefits in GPU-bound scenarios will not be as great at first. But in the long run this means changing how the GPU itself is fed work and how that work is processed, so through features such as descriptor heaps the door to improved GPU efficiency is at least left open. But since we are facing an increasing gap between GPU performance and single-threaded CPU performance, even just the CPU bottlenecking reductions alone can be worth it as developers look to push larger and larger batches.

Finally, while I feel it’s a bit too early to say anything definitive, I do want to close with the question of what this means for AMD’s Mantle. For low level PC graphics APIs Mantle will be the only game in town for the next 18-20 months; but after that, then what? If nothing else Mantle is an incredibly important public proving ground for the benefits of low level graphics APIs, so even if Direct3D 12 were to supplant Mantle, Mantle has done its job. But I’m nowhere close to declaring Mantle’s fate yet, as we only have a handful of details on Direct3D 12 and Mantle itself is still in beta. Does Mantle continue alongside Direct3D 12, an easy target for porting since the two APIs are (apparently) so similar? Does Mantle disappear entirely? Or does AMD take Mantle and make it an open API, setting it up against Direct3D 12 in a similar manner as OpenGL sits against Direct3D 11 today? I imagine AMD already has a plan in mind, but that will be a discussion for another day…

Game Development, Consoles, and Mobile Devices
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  • klmccaughey - Wednesday, March 26, 2014 - link

    DirectX needs to die.

    I think this is a response to Mantle. The best choice for PC gamers would be an API that is not linked to Windows as an OS. Windows is dying, and this is an attempt by MS to keep Windows an essential part of PC gaming. If we had Mantle and NVMantle then we could free PC gaming from the yoke of MS and (almost) everyone would be happy.

    The idea of extending DX to phones etc is pure arrogance and a bad decision. The architecture is so different that I cannot see the API's lining up in anything other than a forced manner.

    As a one-time assembly language games programmer for 8-bits, and then embedded system software programmer in same + C, I really wish that we could get a largely OS independent low level API. OpenGL needs killed too as it has been committee'd into a mess.

    Let's start again and have an industry standard (as far as possible) low to mid level API, backed by the graphics card producers.

    I fear DX12 could be the last gasp of PC gaming as Windows falls into obscurity and we see a fragmentation of the platform that isn't covered by a good graphics API.
  • Scali - Wednesday, March 26, 2014 - link

    "If we had Mantle and NVMantle then we could free PC gaming from the yoke of MS and (almost) everyone would be happy."

    Perhaps you've heard of this thing called OpenGL...?
    PC gaming could have been freed from MS at any time... Somehow it never happened...

    "The idea of extending DX to phones etc is pure arrogance and a bad decision."

    DX11 is already on Windows Phone. It's only logical that DX12 also comes to phones (seeing as even phones have DX11-capable hardware soon, which is enough to support DX12).
  • Ubercake - Friday, March 28, 2014 - link

    I feel more comfortable with a non-GPU designing 3rd party creating the low-level API, but when that 3rd party is Microsoft I worry DX12 will be in a Beta stage far longer than even Mantle.
  • boe - Tuesday, April 1, 2014 - link

    Crysis 4 and DX12 can't come soon enough for me :)
  • eskates - Tuesday, April 1, 2014 - link

    I'm curious about the future of Mantle. The biggest downside to it is the fact that it's limited to AMD GPUs.

    The game consoles would be a great place to implement it. The problem is that game developers are already using the custom APIs provided by Sony and Microsoft. So Mantle integration will have to provide something that those console-specific APIs aren't already providing.

    On top of that is the fact that a lot of console games are also coming to PC. Developers might need to take advantage of low level APIs to make a game run as well on the consoles as they do on PC. But PC doesn't necessarily need that extra performance boost unless the developer wants to try to keep the system requirements low. But then only newer GPUs are going to support DX12 and although you can get a card for around $100 that will support it, a lot of low end hardware that's currently in PCs will not be able to support it. This is a problem with Mantle too.

    So, what seems like an advantage to me at first - AMD being the exclusive GPU for "next-gen" consoles - turns out to be another roadblock to full adoption for Mantle.

    What happens if Mantle comes out of beta and is announced as being compatible with non-AMD GPUs and this all happens in the next 6 months (by Sept/Oct 2014)? Will it be enough to gain the support needed to make DX12 unnecessary?

    When DX12 releases what will it have that Mantle won't? And if Mantle has become superbly popular during the development of DX12, then what will DX12 offer that motivates the industry to adopt it?

    If Mantle is unable to succeed in gaining any ground over the next 6-12 months. I don't foresee it being used much. It's difficult to go up against Microsoft, who has had a strong-hold on the industry with DirectX for more than a decade and who has the funding and political support to make it successful.

    A lot of unanswerable questions come to mind. It's going to be an interesting shift in both programming and hardware and a welcome change to the way hardware is utilized today.

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