http://radeon.com/radeon-wins-3dmark-dx12/
...but I'm sure someone will still claim it is somehow biased or "not a proper DX12 benchmark". I mean, clearly AMD is hiding the truth or something.
Everything related to driver and hardware level implementation details of different ways to do async compute are pretty meaningless. From the programmer's standpoint, he doesn't know what the driver/hardware will do. Do not confuse hardware implementation details with DX12 programming. DX12...
It is not a suboptimal utilization. I have no clue where you pull that out of.
There is no way to magically change between "optimal" and "suboptimal". DX12 application just files work to two queues - DIRECT and COMPUTE and the rest is up to the driver. AMD engineers themselves worked on...
Well, we did add API Overhead test a while ago and we are indeed considering some potential feature tests, but nothing has been decided yet. Just general benchmark R&D, always ongoing...
I find the statement about "CPU not affecting graphics score" to be quite funny. The whole point of the graphics tests is to be an isolating GPU test that is not affected by the processor. To be a GPU benchmark, you know?
Games where CPU clock speed matters are generally CPU-limited, which...
Good questions, suggest you email them to Jani Joki, our director of engineering. He can answer them a lot better than I can. Email at the bottom of the statement we did.
Yes, it does the same no matter what the executable is named. If latest NVIDIA drivers do not yet even auto-switch to dGPU on laptops with 3DMarkTimeSpy.exe, they sure don't have any such shenanigans in it. Plus we obviously check for executable-name-based "optimizations" when doing 3DMark...
That is, as far as we can tell, that is what drivers or D3D is doing. "not ours, probably drivers, but we can't be 100% sure" was what the programmers said.
Ask NVIDIA? :)
Yes, the technical guide already has an updated section on this (which is a good chunk of what our post on this will be). Full post will go up on Futuremark.com within the next two hours (they putting it up to the publishing system now)...
Compute + graphics running simultaneously. That is what async compute is. Compute queue and Graphics (aka Direct) queue running at the same time. Happens throughout Demo and Graphics Test 1 & 2.
Copy can also run simultaneously, but Time Spy does not use Copy to ensure it is an isolating...
If you really want to go there (car analogies... uuuuh), what you are suggesting is that we should have two tracks.
One with lots of curves for the car that is damn good at curves and another with just a few long straights for the thing that can't turn to save it's life.
Both are showing their...
Making games and making fair and unbiased benchmarks are two different things.
We have actually discussed this very subject with the graphics vendors and they are against doing it in 3DMark. Such optimizations almost always inevitably require altering the actual work being performed, and then...
I'm actually not 100% certain how Steam is set up, but my educated guess is "no". Also standalone version would not give you Time Spy from just "3DM-ICF-" key.
If you now purchase 3DMark from Futuremark Store (ie. Digital River), it gives both keys.
If you now purchase 3DMark from Steam, only...
The number of cards that could run "full feature set of DX12" is still too small. There would've been quite a bit of complaining from people who would've simply said "I can run Hitman, Ashes of Singularity etc. on DX12 on my <insert DX12 FL11.0 card here>, why doesn't 3DMark work? You guys...
You cannot make a fair benchmark if you start bolting on vendor-specific and even specific generation architecture centered optimizations.
DX12 is a standard. We made a benchmark according to the spec, up to the graphics card vendors how their products work implementing the spec (if they do not...
DX12 can handle a ton more geometry - it is one of the major features of it - so we put a ton of geometry in the scenes. That was one of the reasons for the "Museum" theme - lots of transparent display cases with massive number of unique objects. We also raided our old assets fairly extensively...
I honestly don't know how the default settings relating filtering and AA were selected, but I'm sure the dev team had a reason to choose what they are.
Custom mode allows you to change those.
We've actually discussed about the option of using a third party graphics engine for a 3DMark test - our artists at least would sure love the more mature art pipelines of full game engines - but our benchmark development program members have indicated that it would reduce the usefulness of...
Intel, AMD and NVIDIA are all part of Benchmark Development Program. They have source code read access and they can suggest changes and give feedback (with the feedback public within BDP, so any changes they suggest have to be accepted by the other vendors as well while Futuremark retains final...
First, a disclaimer: I'm not a programmer. If you have detailed questions you'd like me to pass to the programmers of the enigne, toss me an email to info@futuremark.com and I'll promise to forward them.
Now, that being said... Drivers decide how the GPU handles the work queues. What you are...
He probably refers to this:
http://www.futuremark.com/downloads/3DMark_Technical_Guide.pdf
I'm also completely happy to pass on any detailed tech questions directly to the lead developer of the DX12 engine. I can't guarantee he can answer everything, but I'll promise to ask. For complex stuff...
The main thing about DX12 to developers and gamers today is the more efficient API and new way of programming the GPU(s). That is what Time Spy is designed to benchmark, while aiming to have an engine that explicitly tosses overboard all the "baggage" of DX11 and engines developed for that older...
That is indeed the long term plan. Tho first we'll release VRMark which is designed for "lowest common denominator in VR", so, DX11 - but that is a separate product, not part of 3DMark.
Some background on Time Spy;
Initially Time Spy was targeted for launch late 2015 / early 2016. Back...
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