Quick test: Futuremark 3DMark v2.3.3663 Vulkan API Overhead Benchmarks
Futuremark just released 3DMark v2.3.3663 with support for Vulkan in their API overhead test, we ran some quick tests to see what is happeing.
This means you can now compare the API performance of Vulkan, DirectX 12, and DirectX 11 with one easy-to-use test. Vulkan is a new graphics API that provides high-efficiency, low-level access to modern GPUs in a wide variety of devices from PCs to smartphones. APIs like Vulkan and DirectX 12 make better use of multi-core CPUs to streamline code execution and eliminate software bottlenecks, particularly for draw calls. Games typically make thousands of draw calls per frame, but each one creates performance-limiting overhead for the CPU. Vulkan and DirectX 12 reduce that overhead, which means more objects, textures and effects can be drawn to the screen. The 3DMark API Overhead feature test measures API performance by making a steadily increasing number of draw calls. The result of the test is the number of draw calls per second achieved by each API before the frame rate drops below 30 FPS. The Vulkan test replaces the Mantle test found in previous versions. Now I did chart up some results, see below:
The purpose of the test is to compare the relative performance of different APIs on a single system. 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. It more for you to see how much faster or slower DX12 is compared to Vulkan. You'll notice that the AMD Radeon card scores are way off. Again, this is not a graphics GPU test, but a test that shows your system API renderer performance in relation towards your setup. I have no clue about the AMD results as they are, I did run them three times and even re-installed drivers and re-seated the cards into another slot. I also have to mention that in the past we stepped away from the API test as the results back then also showed a lot of platform inconsistency.
You will notice that Core i7 5960X is clocked at 4.3 GHz. The Ryzen 7 1700 is clocked at 4.1 GHz, it is the highest frequency we can obtain stable. Not bad really, the 1200 USD Intel processor is faster, especially combined with quad-channel and a 200 MHz x8 cores advantage. That 329 USD Ryzen 7 is holding up nicely.
Now I also ran the Ryzen Platform with the Fury X to be certain there isn't a bug on the X99 platform causing this behaviour:
So moving the Radeon Fury X towards a completely different system did not change the performance bracket at all. There might be a bug in the current AMD drivers, Futuremark still has some fixing to do or it just is what it is.
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chumanga1 mentioned it has always been like this with HT enabled.
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As a note to others, the Vulkan API test has the same bug as does Doom using the Vulkan render in game: if you are running another nvidia model GPU, it will select that one to render vice your primary GPU.
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Why is the Fury X coming in so much behind the RX 480 when the Fury X is a much stronger card?
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Well thanks 3DMark for breaking your bench and figuring out how to introduce a hardware fault... The computer has rebooted from a bugcheck. The bugcheck was: 0x000000d1
The DRIVER_IRQL_NOT_LESS_OR_EQUAL bug check has a value of 0x000000D1. This indicates that a kernel-mode driver attempted to access pageable memory at a process IRQL that was too high.
Futuremark has nothing to do with fixing how an API works in games.
Well, finally got it to run...who knows?
DirectX 11 single-thread
2 377 030 Draw calls per second
DirectX 11 multi-thread
2 454 589 Draw calls per second
DirectX 12
33 556 899 Draw calls per second
Vulkan
20 729 572 Draw calls per second
May as well post my results too, interesting that your DX12 results are higher than Vulkan, for me it's the other way around, yet we both have Intel/NVidia.
DX11 mult:i 4,507,018
DX12: 27,231,630
Vulkan: 29,736,051
Anyone know why our results are swapped around & so different?
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I am just finding this interesting that with the Vulkan support added we are also noticing the DX11 discrepancies.