Mid Quality Performance

Since our evaluation so far has been focused on performance with Star Swarm’s most resource intensive Extreme setting, we wanted to shake things up by trying a lower quality setting.

In this case Star Swarm’s various quality levels adjust both the CPU and GPU workload, with the Mid quality setting reducing both the number of draw calls generated and the amount of work generated per frame for the GPU. As a result we’re not adjusting just the CPU or the GPU workload, but it can give us an idea of what to expect from DirectX 12 and Star Swarm at lower settings more suitable for weaker systems.

Star Swarm D3D12 CPU Scaling - Mid Quality

Even with this lower quality setting, the CPU results tell us that only the GTX 980 is truly CPU bottlenecked with 2 cores. Everything else from the 290X on down can reach its GPU limit with a relatively weak CPU.

Star Swarm GPU Scaling - Mid Quality (4 Cores)

Star Swarm GPU Scaling - Mid Quality (2 Cores)

Overall the numbers are different, but the lineup is the same whether it’s Extreme quality or Mid quality. Every vendor still sees massive gains from enabling DirectX 12, though the overall gains aren’t quite as great as with Extreme quality. Meanwhile GTX 750 Ti in particular continues to see the weakest gains from DirectX 12, at only 14% for a 2 core configuration, thanks to a combination of NVIDIA’s lower CPU consumption and earlier GPU bottleneck.

DirectX 12 vs. Mantle, Power Consumption Frame Time Consistency & Recordings
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  • Archetype - Saturday, August 1, 2015 - link

    They did not optimize the hell out of it for NVidia. They just added DX12 support. Originally it was just for DX11 on any card and Mantle supported by AMD. It is not a game - Its a tech demo.

    The 980 obviously has significant horse power. I am just unsure why they used a 290x and not the current flagship. But maybe the 290x is still supposed to be more powerful.
  • Freosan - Sunday, August 2, 2015 - link

    Archetype. When this was published, the 290x WAS the current AMD flagship.
  • Azix - Monday, August 3, 2015 - link

    flagship was 295x2
  • Archetype - Saturday, August 1, 2015 - link

    They explained it quite clearly. Starswarm was written specifically to have zounds of draw calls and as such a high level API (layers and layers of API between the code that draws the scenes) will not be able to deal with it well. That was the whole point of Mantle and now DX12. To remove some of those layers of API and give software more direct access to underlying drivers and through them the hardware. You really need to get more informed.
  • Flunk - Friday, February 6, 2015 - link

    That might annoy me more if they weren't giving everyone on Windows 7 and 8 an upgrade to 10 for nothing. I suppose not having to backport this to Windows 8 (as was originally announced) is probably saving a fair amount.
  • dakishimesan - Friday, February 6, 2015 - link

    Sorry for my laziness, I was actually just pointing out a spelling mistake; I think it should say because DirectX 12… Etc.

    But for what it's worth I agree with you, with windows 10 being a free upgrade, and only enthusiast really caring about direct X 12 on their current high performance gear, I have no problem with Microsoft doing it this way.
  • Christopher1 - Monday, February 16, 2015 - link

    Exactly. I understood why people were reticent to upgrade to Windows 7 and 8 because it was a paid upgrade, but with Windows 10 being a free upgrade if you have Windows 7 or 8? No reason not to upgrade.
  • yuhong - Friday, February 6, 2015 - link

    Yea, the old DirectX redists are long dead.
  • Wwhat - Saturday, February 7, 2015 - link

    I'm highly suspicious about windows 10.
    There is a reason why they give it for free, as the saying goes "If You're Not Paying for It; You're the Product", which is generally true these days if it comes from a commercial outfit.
  • damianrobertjones - Saturday, February 7, 2015 - link

    The more that people use the Windows store the more profit MS makes. Simple.

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