Unreal Engine 4 Elemental Tech Demo DX12
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Robbo9999
I think you can run the benchmark in DX11 (if you run the main application icon), or in DX12 if you run the link marked "DX12". It runs OK on my laptop - I got an average of 40fps as recorded by FRAPS using DX11, with minimum fps in the high 20's. Running the DX12 version seemed to be the same fps (FRAPS wouldn't run with DX12), except overall power draw was probably on average 5W less as measured by my Kill-A-Watt - I think this was because I was getting 99% constant GPU utilisation during DX11, and during DX12 I was getting slightly less at 97% constant GPU utilisation, CPU utilisation seemed to be similar between the two versions strangely, although did look that DX12 CPU utilisation only very slightly more evenly distributed between cores. VRAM usage on DX12 was 700MB higher than DX11. Both DX11 & DX12 versions looked the same, so I don't think they're running different settings. All a bit MEH, but happy that the DX12 demo ran well on my laptop regardless!
isidore
lowest 60 max 115fps in dx12, for me dx11 seems to run a but faster though.
Cave Waverider
Does anybody know how to change the resolution for the tech demo? It seems to be a tad bit low and the FPS a tad bit high due to it.
Corbus
siriq
Braadkip
On my system DX11 is a little bit faster on the fps, but not as smooth as DX12.
HonoredShadow
I get flashing screen near the end of the demo and on the Unreal symbol. Latest Nvidia drivers using DX12 & NO VSYNC.
EDIT: What res is this running at? I'm guessing 720p. Looks almost as good as 1440p. Very slightly less blury at 1440p. Hardly any jaggies regardless of res though which is nice.
Braadkip
-Tj-
Also that DOF is overdone few times, right when that "monster" stands up, its fighting focus pixels.
Alessio1989
I will wait to see multi-threading re-implemented in UE 4.10 for D3D12... UE 4.9 preview D3D12 implementation is not to be considered for performance measurements..
BD2015
Hey guys, sorry to fail you, but the elemental demo is totally unsuitable to compare DX11 and DX12 performance wise. All the effects like falling and crashing rocks, flowing **** or the snow, the ice, the wind etc. are pre-baked. It's not being calculated with your GPU, it's just being rendered. That's why there's a such a small difference.
How do I know? Everyone can download the scene via Unreal Engine library and when you do you'll simply find out there are no particles employed, just the animations. You can also find out easier way as well - look at the rocks debris, for instance - it always falls in the same place as before. If you want to compare DX11 and DX12 capabilites try something like 3DMark DX12 feature test, you can really see the potential that's in here.
PS: Why is l-a-v-a censored? :3eyes:
Robbo9999