96Firebird
Diamond Member
- Nov 8, 2010
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I dont recall this anticipation of massive increase in drawcall when discussing mantle one and a half year ago![]()
Refresh your memory.
I dont recall this anticipation of massive increase in drawcall when discussing mantle one and a half year ago![]()
After watching the video again, the graphics look different, the 980 looks to me missing certain things compared to the 290x. On the 980 the ships go from having a blue trail to having none, to having blueish glow again. Also when there are explosions at first you will see things coming away leaving a red trail, I don't see that on the 980. There are also ships that shoot out bright red things that are grains of rice shaped. On the 980 there is no color to them at all and you can barely tell the ships are firing.
This is on DX12. I am sure NVidia will get that sort of thing figured out.
Edit: also will account for some of the performance difference.
People use to keep saying Mantle only benefits weaker CPUs, absolutely not true. We've seen in BF4 MP with Crossfire, the performance gains and smoothness is huge.
Mantle or DX12 alleviates CPU bottlenecks, which occur on weaker CPUs OR Multi-GPU systems.
In situations where its not CPU limited, making the CPU work less and reducing power use also benefits Intel, because their CPUs are already much stronger than AMD. AMD's CPU will still have to work harder and thus consuming more power for the same level of performance.
Nothing truly helps AMD's CPU besides them making a good CPU architecture, period.
I dont recall this anticipation of massive increase in drawcall when discussing mantle one and a half year agofair enough its not rts all over where its typically very much needed.
But anyway a thin api is far more than that.
@ShintaiDK
Looking at 290x DX12 performance. Just daaaaamn. Hope 3xx is better.
As I mentioned above, the 980 looks to be not be rendering certain parts which could very well cause it to have better performance. Plus this is not a real benchmark as in it's not the same every run and doesn't go a fixed length. So it really doesn't tell you much other than the CPU overhead is greatly reduced.
Can you take some screenshots to compare the differences?
Look at 15, 22, and 56 on the 290x DX12
Then look at 10, 14, 37 on the 980 DX12
First one look the middle top left you will see red streaks behind bright glowing pieces to the left of the explosions on the 290x.
Second looks at the ships that just spawned at the middle bottom, you will see blueish jets coming out the back, on the 980 just the ships.
Last you will see bright red shots coming from the ship on the bottom on the 290, and barely see anything from the shots leaving the same ship on the 980.
Micro-screw?Interesting and great to see DX12 can give a huge boost in FPS to anything that doesn't support mantle.
As I mentioned above, the 980 looks to be not be rendering certain parts which could very well cause it to have better performance. Plus this is not a real benchmark as in it's not the same every run and doesn't go a fixed length. So it really doesn't tell you much other than the CPU overhead is greatly reduced.
You gave the answer yourself to your own question.
Starswarm is not a benchmark. It's more of a stress test, and each run is different..
So implying that the 980 is receiving some kind of unfair advantage is moot..
You gave the answer yourself to your own question.
Starswarm is not a benchmark. It's more of a stress test, and each run is different..
So implying that the 980 is receiving some kind of unfair advantage is moot..
No, it is actually not rendering things that it should be.
Or the reverse is true, the R290X is rendering extra things it shouldn't be. :/
Not for things like that, as it's only not rendered on 980 dx12, while being rendered on dx11.
It should be noted that while Star Swarm itself is a synthetic benchmark, the underlying Nitrous engine is relevant and is being used in multiple upcoming games. Stardock is using the Nitrous engine for their forthcoming Star Control game, and Oxide is using the engine for their own, yet-to-be-announced game. So although Star Swarm is still a best case scenario, many of its lessons will be applicable to these future games.
As for the benchmark itself, we should also note that Star Swarm is a non-deterministic simulation. The benchmark is based on having two AI fleets fight each other, and as a result the outcome can differ from run to run. The good news is that although its not a deterministic benchmark, the benchmarks RTS mode is reliable enough to keep the run-to-run variation low enough to produce reasonably consistent results. Among individual runs well still see some fluctuations, while the benchmark will reliably demonstrate larger performance trends.
Well if its not rendering some special effects, explosion sprites, ship trails... must be beta drivers on beta windows. :/
Each run is a little different, but it is actually not rendering things that it should be, as the objects are there in all just the 980 isn't rendering them in DX12. That said I am sure that will be fixed with drivers, just it will also lower performance.
Thus as I said you can't draw any real comparison here except that DX12 is similar to mantle in performance, and has much lower overhead.
Or the reverse is true, the R290X is rendering extra things it shouldn't be. :/
If it's not a benchmark it's sure being presented as one.
I've reproduced the situation on mantle before. Last year actually.
