About a year and a half ago AMD kicked off the public half of a race to improve the state of graphics APIs. Dubbed "Mantle", AMD’s in-house API for their Radeon cards stripped away the abstraction and inefficiencies of traditional high-level APIs like DirectX 11 and OpenGL 4, and instead gave developers a means to access the GPU in a low-level, game console-like manner. The impetus: with a low-level API, engine developers could achieve better performance than with a high-level API, sometimes vastly exceeding what DirectX and OpenGL could offer.

While AMD was the first such company to publicly announce their low-level API, they were not the last. 2014 saw the announcement of APIs such as DirectX 12, OpenGL Next, and Apple’s Metal, all of which would implement similar ideas for similar performance reasons. It was a renaissance in the graphics API space after many years of slow progress, and one desperately needed to keep pace with the progress of both GPUs and CPUs.

In the PC graphics space we’ve already seen how early versions of Mantle perform, with Mantle offering some substantial boosts in performance, especially in CPU-bound scenarios. As awesome as Mantle is though, it is currently a de-facto proprietary AMD API, which means it can only be used with AMD GPUs; what about NVIDIA and Intel GPUs? For that we turn towards DirectX, Microsoft’s traditional cross-vendor API that will be making the same jump as Mantle, but using a common API for the benefit of every vendor in the Windows ecosystem.

DirectX 12 was first announced at GDC 2014, where Microsoft unveiled the existence of the new API along with their planned goals, a brief demonstration of very early code, and limited technical details about how the API would work. Since then Microsoft has been hard at work on DirectX 12 as part of the larger Windows 10 development effort, culminating in the release of the latest Windows 10 Technical Preview, Build 9926, which is shipping with an early preview version of DirectX 12.


GDC 2014 - DirectX 12 Unveiled: 3DMark 2011 CPU Time: Direct3D 11 vs. Direct3D 12

With the various pieces of Microsoft’s latest API finally coming together, today we will be taking our first look at the performance future of DirectX. The API is stabilizing, video card drivers are improving, and the first DirectX 12 application has been written; Microsoft and their partners are finally ready to show off DirectX 12. To that end, today we’ll looking at DirectX 12 through Oxide Games’ Star Swarm benchmark, our first DirectX 12 application and a true API efficiency torture test.

Does DirectX 12 bring the same kind of performance benefits we saw with Mantle? Can it resolve the CPU bottlenecking that DirectX 11 struggles with? How well does the concept of a low-level API work for a common API with disparate hardware? Let’s find out!

The Current State of DirectX 12 & WDDM 2.0
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  • james.jwb - Saturday, February 7, 2015 - link

    Every single paragraph is completely misinformed, how embarrassing.
  • Alexey291 - Saturday, February 7, 2015 - link

    Yeah ofc it is ofc it is.
  • inighthawki - Saturday, February 7, 2015 - link

    >> There's no benefit for me who only uses a Windows desktop as a gaming machine.

    Wrong. Game engines that utilize DX12 or Mantle, and actually optimized for it, can increase the number of draw calls that usually cripples current generation graphics APIs. This leads to a large number of increased objects in game. This is the exact purpose of the starswarm demo in the article. If you cannot see the advantage of this, then you are too ignorant about the technology you're talking about, and I suggest you go learn a thing or two before pretending to be an expert in the field. Because yes, even high end gaming rigs can benefit from DX12.

    You also very clearly missed the pages of the article discussing the increased consistency of performance. DX12 will have better frame to frame deltas making the framerate more consistent and predictable. Let's not even start with discussions on microstutter and the like.

    >> Dx12 is not interesting either because my current build is actually limited by vsync. Nothing else but 60fps vsync (fake fps are for kids). And it's only a mid range build.

    If you have a mid range build and limited by vsync, you are clearly not playing quite a few games out there that would bring your rig to its knees. 'Fake fps' is not a term, but I assume you are referring to unbounded framerate by not synchronizing with vsync. Vsync has its own disadvantages. Increase input lag and framerate halving by missing the vsync period. Now if only directx supported proper triple buffering to allow reduces input latency with vsync on. It's also funny how you insult others as 'kids' as if you are playing in a superior mode, yet you are still on a 60Hz display...

    >> So why should I bother if all I do in Windows at home is launch steam (or a game from an icon on the desktop) aaaand that's it?

    Because any rational person would want better, more consistent performance in games capable of rendering more content, especially when they don't even have a high end rig. The fact that you don't realize how absurdly stupid your comment is makes the whole situation hilarious. Have fun with your high overhead games on your mid range rig.
  • ymcpa - Wednesday, February 11, 2015 - link

    Question is what do you lose from installing it? There might not be much gain initially as developers learn to take full advantage and they will be making software optimized for windows 7. However, as more people switch, you will start seeing games optimized for dx12. If you wait for that point, you will be paying for the upgrade. If you do it now you get it for free and I don't see how you will lose anything, other than a day to install the OS and possibly reinstall apps.
  • Morawka - Friday, February 6, 2015 - link

    Historically new DX release's have seen a 2-3 year adoption lag by game developers. Now, some AAA Game companies always throw in a couple of the new features at launch, the core of these engines will use DX 11 for the next few years.

    However with DX 12, The benifits are probably going to be to huge to ignore. Previous DX releases were new effects and rendering technologies. with DX 12, it effectively is cutting the minimum system requirements by 20-30% on the CPU side and probably 5%-10% on the GPU side.

    So DX12 adoption should be much faster IMHO. But it's no biggie if it's not.
  • Friendly0Fire - Saturday, February 7, 2015 - link

    DX12 also has another positive: backwards compatibility. Most new DX API versions introduce new features which will only work on either the very latest generation, or on the future generation of GPUs. DX12 will work on cards released in 2010!

    That alone means devs will be an awful lot less reluctant to use it, since a significant proportion of their userbase can already use it.
  • dragonsqrrl - Saturday, February 7, 2015 - link

    "DX12 will work on cards released in 2010"

    Well, at least if you have an Nvidia card.
  • Pottuvoi - Saturday, February 7, 2015 - link

    DX11 supported 'DX9 SM3' cards as well.
    DX12 will be similar, it will have layer which works on old cards, but the truly new features will not be available as hardware just is not there.
  • dragonsqrrl - Sunday, February 8, 2015 - link

    Yes but you still need the drivers to enable that API level support. Every DX12 article I've read, including this one, has specifically stated that AMD will not provide DX12 driver support for GPU's prior to GCN 1.0 (HD7000 series).
  • Murloc - Saturday, February 7, 2015 - link

    I don't think so given that they're giving out free upgrades and the money-spending gamers who benefit from this the most will mostly upgrade, or if they're not interested in computers besides gaming, will be upgraded when they change their computer.

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