Quick test: Futuremark 3DMark v2.3.3663 Vulkan API Overhead Benchmarks

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These results are the amount of draw calls PER SECOND, not the maximum amount of draw calls handled. A higher number can be interpretated to an improved frametime, as less time is required for a fixed amount of draw calls to be addressed. Btw, there's something wrong with DX11 results for all AMD gpus, they should be around 1.8-2.3M for both DX11 ST and MT.
You mean this? http://i.imgur.com/x9yLEWX.jpg
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For kicks I just thought of something with how my system is set up and thought I would test it out. PC Specs: I5 6600 OC 4.9 core/4.8 Unicore 16 GB ram at 3200 ASUS Z170-A GPUs: RX 480 8 GB Red Devil and HD 7770 with just bios flashed to R7 250X Since we are looking at a lot of numbers and comparing them across manufactures and gpus etc...I thought I would run the API on just the HD 7770 GPU and see the numbers...I disabled the RX 480 to force it 3dmark to use the HD 7770. Very Interesting DX 11 results. http://www.3dmark.com/3dm/18805193 Comparison to my previous run this morning with the RX 480. Now I am very eagerly awaiting explanations on especially on the DX 11. I am not being a smart you know what. I am being serious. http://www.3dmark.com/compare/aot/199856/aot/198443 THIS IS THE HD 7770 API just a few minutes ago. http://i.imgur.com/DPLPkDV.jpg THIS IS THE SCREENSHOT for the RX 480 this morning. [img]http://i.imgur.com/x9yLEWX.jpg[/IMG]
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https://s28.postimg.org/6p80dzzvh/Untitled.png Everything pretty much at stock though. The Doom comparison is completely irrelevant when this is the drawcall test, even if it was Doom has no DX12 or even DX11 version for comparison, so how is this showing the opposite? Doom runs well because it's 1080/60 console game than could run on a phone, Vulkan only get the credit because OpenGL was so poor.
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Does anyone with i7 and NVIDIA card already noticed major difference with HT enabled vs disabled for DX11 multithreading in this test? This happens to me since first time 3Dmark overhead come out, take a look: Results from today with HT disabled: DirectX 11 Multi-threaded draw calls per second: 2 707 663 DirectX 11 Single-threaded draw calls per second: 2 286 665 Results with HT enabled: DirectX 11 Multi-threaded draw calls per second: 2 233 946 DirectX 11 Single-threaded draw calls per second: 2 346 820 It's always like that for me, hyperthreading decrease DX11 multi-threading draw calls result.
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I am just finding this interesting that with the Vulkan support added we are also noticing the DX11 discrepancies.
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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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Irrelevant since all of the games are dx11 and will be that way for the foreseeable future. That's why I made the switch to nvidia a few years ago.
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for me, DX12 was consistently hitting just over 17,000,000 draw-calls per second. (most 17,220,483) Vulcan was consistently hitting just under 16,000,000 draw-calls per second. (most 15,985,491) some other observations, the CPU use in DX12 MT was to within 1% across all 6 cores 12 threads, hitting 81% total cumulative CPU use and creating 12 equally shaped peeks , Vulcan MT the deviation in CPU use across 6 cores 12 threads was 15%, ranging from 76% to 91% CPU load, with an 84% cumulative total CPU load, creating 4 sets of shaped CPU usage peaks.
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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?
Something happening on Hilbert's setup. My Fury X at stock is getting 20M on both Vulkan and DX12. And I'm running 3770k @ 4.1GHz. 3dmark api in general has a lot of variance in performance between different drivers, though it has never really made any difference. On one driver I can have 18M , and on next driver I can have 22M under DX12. Or even DX11 atm seems to be somewhat bugged. Your fps is supposed to constantly drop when app adds more drawcalls. But at the end I have like 45000 drawcalls at 35fps, and next I get fps boost to 37fps when drawcalls are added to 48000. This shouldn't happen. Overall I seem to be getting 5M drawcalls with 1C/2t, which is great throughput on both Vulkan and DX12. Since that's pretty much the max game developers have for their budget, as games do need to run a lot more than just rendering commands. So max 10M drawcalls per second for games until we get rid of 4C/4T or even 8t cpu's.
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It's a fun benchmark....but it isn't even a benchmark as we can't even compare the scores lol. Hopefully they can get Timespy onto Vulkan as well.
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Hopefully they can get Timespy onto Vulkan as well.
Or Firestrike. 😉 For now its just a another api overhead test.
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Yeah, i think Timespy might be doing more technically, but Firestrike looks more impressive. It's a nice test, but i don't get excited about the results when i got 17 million a few years back, but someone with a 1080ti gets 22 million now.
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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