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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  • zmeul - Saturday, February 7, 2015 - link

    I wanted to see what's the difference in VRAM usage DX11 vs DX12 because from my own testing, MANTLE uses around 600MB more vs DX11 with the same settings
    tested in StarSwarm, Sniper Elite 3

    enough VRAM?!!? no I don't think so
    Sniper Elite III at maximum settings, 1080p, no super-sampling, used around 2.6Gb in MANTLE - if I recall
    making the Radeon 285 and the GTX960 obsolete right out of the bat - if VRAM usage in DX12 is anything like MANTLE
  • Ryan Smith - Saturday, February 7, 2015 - link

    At this point it's much too early to compare VRAM consumption. That's just about the last thing that will be optimized at both the driver level and the application level.
  • zmeul - Saturday, February 7, 2015 - link

    then why make this preview in the 1st place if not covering all aspects of DX11 vs DX12 vs MANTLE ??
    VRAM usage is a point of interest to many people, especially now with AMD's 300 series on the hirizont
  • jeffkibuule - Saturday, February 7, 2015 - link

    Then this article wouldn't exist until the fall.
  • Gigaplex - Sunday, February 8, 2015 - link

    Because it's a PREVIEW, not a final in-depth analysis.
  • killeak - Sunday, February 8, 2015 - link

    D3D12 can lower the memory requirements since it adds a bunch of features that allows the application to have a tighter control of the memory in a way that was not possible before, but it's the responsibility of the application to do that.
  • powerarmour - Friday, February 6, 2015 - link

    RIP Mantle, I've got cheese in my fridge that's lasted longer!
  • tipoo - Friday, February 6, 2015 - link

    It will live on in GLNext.
  • Shadowmaster625 - Friday, February 6, 2015 - link

    G3258 just got a buff!
  • ppi - Friday, February 6, 2015 - link

    I wonder how would AMD CPUs fare in this comparison. Currently they are slower than i3, but this could change picture a bit.

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