Quick test: Futuremark 3DMark v2.3.3663 Vulkan API Overhead Benchmarks
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Undying
GeniusPr0
DirectX 11 single-thread
1 278 132 Draw calls per second
DirectX 11 multi-thread
1 868 381 Draw calls per second
DirectX 12
27 583 473 Draw calls per second
Vulkan
29 721 036 Draw calls per second
Robbo9999
mtrai
I started asking a few question about some of these descrepancies and got directed to the updated 3dMark Technical Guide. There is a lot more details on each test and all in this guide. I suggest taking a look at it to really see some eye opening things that we have been comparing but yet futuremark states we cannot compare using their tests.
Link: http://s3.amazonaws.com/download-aws.futuremark.com/3DMark_Technical_Guide.pdf
Specifically pages 112 and 113 to answer my questions on the API testing.
Correct use of the API Overhead feature test
The API Overhead feature test is not a general-purpose GPU benchmark, and it
should not be used to compare graphics cards from different vendors.
The test is designed to make API overhead the performance bottleneck. It does
this by maximizing the number of draw calls in a scene, (by drawing a huge
number of individual ‘buildings’), while minimizing the GPU load, (by using
simple shaders and no lighting effects). This an artificial scenario that is
unlikely to be found in games, which typically aim to achieve high levels of
detail and exceptional visual quality.
The benefit of reducing API overhead is greatest when the CPU is the limiting
factor. With modern APIs and fast CPUs, the test can become GPU bound, but
not always in a way that is meaningful from a general GPU performance
perspective. The point at which the test moves from being CPU-bound to GPUbound
changes from system to system. It is not easy to tell from the test
results whether the run was CPU or GPU limited. And what's more, it is difficult
to isolate the relative impact of GPU performance and driver performance.
As a result, you should be careful making conclusions about GPU performance
when comparing API Overhead test results from different systems. For
instance, we would advise against comparing the Vulkan score from an AMD
GPU with the DirectX 12 score from an NVIDIA GPU. Likewise, it could be
misleading to credit the GPU for any difference in DirectX 12 performance
between an AMD GPU and an NVIDIA GPU.
Another scenario, for example, would be to test DirectX 12 performance with a
range of CPUs in a system with a fixed GPU. Or, you could test a vendor's range
of GPUs, from budget to high-end, and keep the CPU fixed. But in both cases,
the nature of the test means it will not show you the extent to which the
performance differences are due to the hardware and how much is down to
the driver.
The proper use of the test is to compare the relative performance of each API
on a single system, rather than the absolute performance of different systems.
The focus on single-system testing is one reason why the API Overhead test is
called a feature test rather than a benchmark.
Alessio1989
Hope they will update the benchmark for upcoming changes in the Windows SDK too.
I would like to see if current hardware/driver could benefit for things like priority on command buffer queues.. My guess is current hardware are far from benefit a lot on different scheduling priorities..
Robbo9999
mtrai
Undying
https://s28.postimg.org/hipq6aki5/fdgfdgd.png[/spoiler]
Is that gtx780 and how far is it overclocked?
This is the best i could do with 280X. I dont think this translates to real world performance. Im positive my card outperformed yours in Doom using Vulkan according to the web benchmarks and my experience.
DX12 - 14 073 975
Vulkan - 13 710 626
[spoiler]-Tj-
I got ~17mill with my old gtx780 @ 1150MHz boost,
http://www.3dmark.com/compare/aot/198728/aot/192915/aot/62970/aot/46129
last result was best off dx11 ST, now latest 378.92 driver went a bit further 🤓