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Forums - PC Discussion - AMD APUs see significant performance gains from DirectX 12

RolStoppable said:
Wow, some people seriously can't handle good Xbox news.

This is PC news, not Xbox ...



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RolStoppable said:

Microsoft Discussion, not PC Discussion.

That could mean anything including Microsoft ... 

It's not exclusive to Xbox ...



Adinnieken said:

After several requests and a week’s break from our initial DirectX 12 article, we’re back again with an investigation into Star Swarm DirectX 12 performance scaling on AMD APUs. As our initial article was run on various Intel CPU configurations, this time we’re going to take a look at how performance scales on AMD’s Kaveri APUs, including whether DX12 is much help for the iGPU, and if it can help equalize the single-threaded performance gap been Kaveri and Intel’s Core i3 family.

To keep things simple, this time we’re running everything on either the iGPU or a GeForce GTX 770. Last week we saw how quickly the GPU becomes the bottleneck under Star Swarm when using the DirectX 12 rendering path, and how difficult it is to shift that back to the CPU. And as a reminder, this is an early driver on an early OS running an early DirectX 12 application, so everything here is subject to change.

CPU: AMD A10-7800
AMD A8-7600
Intel i3-4330
Motherboard: GIGABYTE F2A88X-UP4 for AMD
ASUS Maximus VII Impact for Intel
Power Supply: Rosewill Silent Night 500W Platinum
Hard Disk: OCZ Vertex 3 256GB OS SSD
Memory: G.Skill 2x4GB DDR3-2133 9-11-10 for AMD
G.Skill 2x4GB DDR3-1866 9-10-9 at 1600 for Intel
Video Cards: MSI GTX 770 Lightning
AMD APU iGPU
Video Drivers: NVIDIA Release 349.56 Beta
AMD Catalyst 15.200 Beta
OS: Windows 10 Technical Preview 2 (Build 9926)

 

 

To get right down to business then, are AMD’s APUs able to shift the performance bottleneck on to the GPU under DirectX 12? The short answer is yes. Highlighting just how bad the single-threaded performance disparity between Intel and AMD can be under DirectX 11, what is a clear 50%+ lead for the Core i3 with Extreme and Mid qualities becomes a dead heat as all 3 CPUs are able to keep the GPU fully fed. DirectX 12 provides just the kick that the AMD APU setups need to overcome DirectX 11’s CPU submission bottleneck and push it on to the GPU. Consequently at Extreme quality we see a 64% performance increase for the Core i3, but a 170%+ performance increase for the AMD APUs.

The one exception to this is Low quality mode, where the Core i3 retains its lead. Though initially unexpected, examining the batch count differences between Low and Mid qualities gives us a solid explanation as to what’s going on: low pushes relatively few batches. With Extreme quality pushing average batch counts of 90K and Mid pushing 55K, average batch counts under Low are only 20K. With this relatively low batch count the benefits of DirectX 12 are still present but diminished, leading to the CPU no longer choking on batch submission and the bottleneck shifting elsewhere (likely the simulation itself).

Meanwhile batch submission times are consistent between all 3 CPUs, with everyone dropping down from 30ms+ to around 6ms. The fact that AMD no longer lags Intel in batch submission times at this point is very important for AMD, as it means they’re not struggling with individual thread performance nearly as much under DirectX 12 as they were DirectX 11.

Finally, taking a look at how performance scales with our GPUs, the results are unsurprising but none the less positive for AMD. Aside from the GTX 770 – which has the most GPU headroom to spare in the first place – both AMD APUs still see significant performance gains from DirectX 12 despite running into a very quick GPU bottleneck. This simple API switch is still enough to get another 44% out of the A10-7800 and 25% out of the A8-7600. So although DirectX 12 is not going to bring the same kind of massive performance improvements to iGPUs that we’ve seen with dGPUs, in extreme cases such as this it still can be highly beneficial. And this still comes without some of the potential fringe benefits of the API, such as shifting the TDP balance from CPU to GPU in TDP-constrained mobile devices.

Looking at the overall picture, just as with our initial article it’s important not to read too much into these results right now. Star Swarm is first and foremost a best case scenario and demonstration for the batch submission benefits of DirectX 12. And though games will still benefit from DirectX 12, they are unlikely to benefit quite as greatly as they do here, thanks in part to the much greater share of non-rendering tasks a CPU would be burdened with in a real game (simulation, AI, audio, etc.).

But with that in mind, our results from bottlenecking AMD’s APUs point to a clear conclusion. Thanks to DirectX 12’s greatly improved threading capabilities, the new API can greatly close the gap between Intel and AMD CPUs. At least so long as you’re bottlenecking at batch submission.

[SOURCE]

Microsoft themselves have downplayed the effect of Direct X 12 on the Xbox One.

It will make little to no difference.



This is the Game of Thrones

Where you either win

or you DIE

Quoted from the article

"Finally, taking a look at how performance scales with our GPUs, the results are unsurprising but none the less positive for AMD. Aside from the GTX 770 – which has the most GPU headroom to spare in the first place – both AMD APUs still see significant performance gains from DirectX 12 despite running into a very quick GPU bottleneck. This simple API switch is still enough to get another 44% out of the A10-7800 and 25% out of the A8-7600. So although DirectX 12 is not going to bring the same kind of massive performance improvements to iGPUs that we’ve seen with dGPUs, in extreme cases such as this it still can be highly beneficial. And this still comes without some of the potential fringe benefits of the API, such as shifting the TDP balance from CPU to GPU in TDP-constrained mobile devices.

Looking at the overall picture, just as with our initial article it’s important not to read too much into these results right now. Star Swarm is first and foremost a best case scenario and demonstration for the batch submission benefits of DirectX 12. And though games will still benefit from DirectX 12, they are unlikely to benefit quite as greatly as they do here, thanks in part to the much greater share of non-rendering tasks a CPU would be burdened with in a real game (simulation, AI, audio, etc.).

But with that in mind, our results from bottlenecking AMD’s APUs point to a clear conclusion. Thanks to DirectX 12’s greatly improved threading capabilities, the new API can greatly close the gap between Intel and AMD CPUs. At least so long as you’re bottlenecking at batch submission."

 

So in other words, don't expect much. 



RolStoppable said:
Wow, some people seriously can't handle good Xbox news.

Some people can only laugh at this complete and total non-sense that even Microsoft has downplayed.



This is the Game of Thrones

Where you either win

or you DIE

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Adinnieken said:

Except the lower figure is agreeable with the performance when the onboard GPU of the AMD APU is taken into consideration.  Since those have similar performance DDR3 memory, the performance increase should be comprable.

Did you seriously try to relate memory performance with draw call performance

If so ...



RolStoppable said:

Keep moving those goal posts, you hater.

I'll take it as you not been serious about the topic itself ... 



Impressive, when did they secret sauced the X1 GPU to a GTX 770?



Bet reminder: I bet with Tboned51 that Splatoon won't reach the 1 million shipped mark by the end of 2015. I win if he loses and I lose if I lost.

RolStoppable said:

So you figured, even though I was so subtle and sly.

By the way, the OP has a fitting username. Did you notice?

I'm not sure I quite follow ...



bonzobanana said:
It's not realistic or fair to compare PC's with consoles. Even if the console shares a software layer API with PC it is going to be far more optimised because the hardware is static and doesn't have to cater for multiple configurations. Microsoft has fought a propaganda campaign to make it seem like there is no difference in performance between ps4 and xbone pushing developers for parity between versions, end result is all the ps4 is really getting is higher resolutions and frame rates. Personally I would have liked to see more ps4 games at the same resolution as xbone but with richer graphic detail on screen. I don't own either ps4 or xbone but common sense dictates both companies will be optimising their software to maximise performance. DX12 is not some golden dawn of a new xbone performance level. The reason more recently some xbone games have performed better is developers have clawed back wasted resources that were originally utilised by kinect. The ps4 has far superior memory bandwidth and a largish improvement in gpu performance. The ps4 will lead in performance for the vast majority of games and there will be a few games possible on ps4 that won't be possible on xbone where ps4 only just manages to achieve playable performance.


There aren't any games on PC or Xbox One yet that utilize DX12.  Not to mention, I said nothing about the PS4 nor does this article mention it.

DirectX 12 will improve gaming performance because DirectX 12 utilizes the full capacity of the GPU.  Rather than a single pipeline being opened up to the GPU by one process on the CPU, DirectX 12 allows each CPU to open up a thread to the GPU for each an as many cores as the thread can possibily utilize.  If a CPU thread needs to open up multiple pipelines to the GPU, therefore utilizing multiple GPU cores at once, it can.  Unlike DirectX 11 and other graphics APIs, where the first core on which the GPU request is made opens up the only pipe to the GPU. 

What you have with DirectX 11 and other graphics APIs is a bottleneck in the API.  DirectX 12 eliminates that bottleneck and allows the CPU to fully utilize the GPU.  So if you have 8 CPU cores, as the Xbox One does, and you have up to 12 CUs in he GPU, you can have each core utilizing at least one CU if necessary with four still availible for additional tasks. 

So, at the very least, the operating system using one CPU core can do with one GPU CU whatever it needs and it doesn't interfere with a game, which could be utilizing the other 7 CPU cores, and 11 GPU CUs. 

Yes, DirectX 12 represents a potential performance increase for the Xbox One.  To sit there and suggest it won't is pure ignorance of what DirectX 12 does, how it utilizes the hardware, and how that is different from how it's done today.