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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  • nathanddrews - Monday, March 24, 2014 - link

    Forza 5 runs 60fps at 1080p on Xbone. I think the point of the Titan Black demonstration was that with only "four months of man-hours of work" they were able to flawlessly port it not only to DX12, but also to PC. It showcases the ease of porting using DX12 and the compatibility of DX12 with Kepler. Given that the TItan Black is 3-4x faster than the GPU in the Xbone, it stands to reason that taking more time with a port or developing side-by-side would yield a much better experience on the PC side.

    I'm sure that somewhere there's a Xfanboy claiming that the Xbone is as powerful as a Titan Black.
  • ninjaquick - Monday, March 24, 2014 - link

    Not just that, but to non-AMD hardware, which means not only does it port over "easily", it works on hardware from all vendors.
  • krumme - Monday, March 24, 2014 - link

    Damn nice article.

    How can fermi be compatible when it doesnt support blindless textures?
  • SydneyBlue120d - Monday, March 24, 2014 - link

    It seems even more funny the fact that Nvidia Maxwell doesn't fully support Direct X 11.1, yet it seems they're all Direct X 12 compliant :)
  • inighthawki - Monday, March 24, 2014 - link

    Don't confuse the software with the feature set. Maxwell works on DX11.1, it just not 100% compliant with all features exposed by 11.1. DX12 may also expose hardware features that are incompatible with Maxwell but will still run at a lower "11.0" feature level.
  • YazX_ - Monday, March 24, 2014 - link

    i believe this will only benefit the low end CPU users base, and specifically all AMD $hitty CPUs. on high end CPUs, there is no bottleneck so the gain will be very minimal.
  • kyuu - Monday, March 24, 2014 - link

    There is only no bottleneck with high-end CPUs because game developers design the game within the limitations of the CPU, which, as stated in the article, have not kept pace in terms of performance growth with GPUs. A big limitation that developers lament is in the number of draw calls.

    So while you're correct that current games will not see much benefit when run on higher-end CPUs, future games will be able to do more and therefore games will improve for everyone on all hardware. Also, you should consider that a high-end CPU becomes mid-end and then low-end over time -- these DX12 (and Mantle) improvements mean that it becomes less necessary to upgrade your CPU, which saves money that can be put into another part of your system (say, the GPU?).
  • Homeles - Monday, March 24, 2014 - link

    "i believe this will only benefit the low end CPU users base, and specifically all AMD $hitty CPUs. on high end CPUs, there is no bottleneck so the gain will be very minimal. "

    In other words, most computers.
  • ninjaquick - Monday, March 24, 2014 - link

    D3D12 is not a response to Mantle, as you would assume, rather it is a response to substantial developer feedback/pushback against the massive decrease in low-level access and programmability of the X1 compared to the X360. Microsoft has a unified platform vision that they are stubborn to stick to, so the d3d12 development advances made for the X1 are directly portable from the WindowsX1 (RT/8-x64 hybrid) to WindowsRT/WP8/Win8.

    Mantle is a far broader implementation, and is only possible thanks to AMD's hardware scope, as HDMA/hUMA and the massive improvement in GPU DMA are really only possible (as of yet) on AMD's hardware and software packages. D3D12 will not make much of a difference on platforms other than the X1, where developers [should be] getting more DMA for GPU task, beyond D3D buffer allocation, etc.
  • jwcalla - Monday, March 24, 2014 - link

    If you want your game to have a mobile presence and be on Steam Machines, you're going to need OpenGL. You can get access to just about all the hardware features and performance you want with OpenGL 4.4.

    Time for devs to give it a second look IMO.

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