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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  • OrphanageExplosion - Tuesday, February 10, 2015 - link

    Sony already has its low-level API, GNM, plus its DX11-a-like GNMX, for those who need faster results, easier debugging, handling of state etc.
  • Gigaplex - Monday, February 9, 2015 - link

    The consoles already use bare metal APIs. This will have minimal impact for consoles.
  • Bill McGann - Tuesday, February 10, 2015 - link

    D3D11.x is garbage compared to GNM (plus the XbOne HW is garbage compared to the PS4). The sad fact is that the XbOne desperately needs D3D12(.x) in order to catch up to the PS4.
  • Notmyusualid - Monday, February 9, 2015 - link

    Hello all... couldn't find any MULTI-GPU results...

    So here are mine:

    System: M18x R2 3920XM (16GB RAM 1866MHz CAS10), Crossfire 7970Ms.
    Test: Star Swarm Perf demo RTS, all Extreme setting.
    Ambient temp 31C, skype idling in background, and with CPU ALL at stock settings:

    Mantle: fps max 99.03 min 9.65 AVG 26.5
    DX11: fps max 141.56 min 3.26 AVG 11.6

    CPU at 4.4GHz x 4 cores, fans 100%, skype in background again:

    Mantle: fps max 51.03 min 7.26 AVG 26.2 - max temp 94C
    DX11: fps max 229.06 min 3.6 AVG 12.3 - max temp 104C + thus cpu throtteled at 23%.

    So I guess there are good things coming to PC gamers with multi-gpu's then. Alas, being a mere mortal, I've no access to DX12 to play with...

    Anyone care to offer some SLI results in return?
  • lamebot - Monday, February 9, 2015 - link

    I have been reading this article page by page over the weekend, giving myself time to take it in. The frame times from each vendor under DX11 is very interesting. Thank you for a great, in depth article! This is what keeps me coming back.
  • ChristTheGreat - Monday, February 9, 2015 - link

    Can it be only a WIndows 10 Driver problem or optimisation for these result with the R9 290/X? On windows 8.1, 4770k 4.3ghz and R9 290 1100/1400, I do 40avg D3D11 and 66avg Mantle.. Scenario: follow, Detail: extreme...
  • ChristTheGreat - Monday, February 9, 2015 - link

    Oh well, I saw that you guys use the Asus PQ321, so running in 3 840 x 2 160?
  • Wolfpup - Monday, February 9, 2015 - link

    Good, can Mantle go away now? The idea of moving BACK to proprietary APIs is a terrible one, unless the only point of it was to push Microsoft to make these fixes in Direct X.

    "Stardock is using the Nitrous engine for their forthcoming Star Control game"

    I didn't know! This is freaking awesome news. I love love love Star Control 2 on the 3DO. Liked 1 on the Genesis too, but SC2 on the 3DO (which I think is better than the PC version) is not unlike Starflight-and somewhat like Mass Effect.
  • Wolfpup - Monday, February 9, 2015 - link

    Forgot to mention... I also think AMD needs to worry about making sure their DirectX/Open GL drivers are flawless across years of hardware before wasting time on a proprietary API too...
  • lordken - Monday, February 9, 2015 - link

    Sorry but are you just amd hater or something?
    imho AMD did great thing with mantle and possibly pushed M$ to come with DX12 (or not we will never know). But that aside how about you think about some advantages mantle has?
    I think that when they bring it to linux (they said they would, not sure about current status) that will be nice advantage as I guess native api would work better than wine etc. With more recent games (thanks to new engines) comming to linux would probably benefit more if they would run on mantle.

    And nonetheless how about ppl that wont move to Win10 (for whatever reason)? Mantle on Win7/8 would still be huge benefit for such ppl. Not to mention that there will be probably more games with mantle than with DX12 in very close feature.
    Plus if they work out console & pc mantle aspect it could bring better console ports to PC, even if game devs would be lazy to do proper optimalization mantle should pretty much eliminate this aspect (though only for amd gpu).
    But either way I dont see much reason why should mantle go. I mean once it is included in all/most bigger engines (already in cryengine,frostbite,unreal) and it works what reason would be to trash something that is usefull?

    btw funny how "M$ would need to do huge kernel rework to bring DX12 to Win7/8" while mantle, which does similar thing, is easily capable to be "OS version independent" (sure it is amd specific but still)

    PS:What about amd drivers? They are fine imho, never had problem in last years. (you see personal experience is not a valid argument)

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