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Intel DX12 TechDemo - Asteroids

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upload_2017-2-17_20-44-30.png

DX12 60%@1,12ghz 55FPS(first Part) DX11 36% @1,68 (16FPS) GFX Intel HD4400 so the DX12 is working fine in this test.
 
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Intel TechDemo: still a better game than Star Citizen :)
 

CAPSLOCKSTUCK

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if i could shoot these mofos down like in the original game you wouldnt see me for days.

I know this is off topic but it is also tech history..:)

look at this FFS....the original tabletop Asteroids ..........1979.

I remember it well............The Market Caff, Brecon.....i was 13..........:peace:



 
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app crashes when i try to select DX11

Press M for Multithreaded Rendering
Press V for Vsync
Press I for Indirect Rendering
 

FordGT90Concept

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app crashes when i try to select DX11
Pretty sure the fault is in Intel's code so that's nothing I can fix. Thanks for the binds though. I seriously didn't look at the code. I just compiled and checked dependencies.
 
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Please use my cores and threads. (like what dx12 is supposed to)

View attachment 84183
Don't go near wccf today then mate they have a new Pentium keeping a close pace with an i7 in most games ,it irked me cos they're a few on here say my chips shit compared to an i3 when it's clear most games aren't pulling full shift on 8 cores so for some an I 7 is overkill.
 

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Benchmark Scores Faster than the tortoise; slower than the hare.
I edited the post with the download listing the keybinds in the code as well as the command line arguments. Could still be some I missed.
 
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Benchmark Scores ► ♪♫♪♩♬♫♪♭
app can crash, but only if I use msi AB rtss onscreen display. Mostly if I try to maximize or switch too much between dx11 and dx12.



My test
dx12, near & far
1 dx12 near taskm.png 1 dx12 far.png

dx11, near & far

2 dx11 near taskm.png 2 dx11 far taskm.png
 
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Who Needs 3Dmark :D


upload_2017-2-17_22-31-39.png
 

FordGT90Concept

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Benchmark Scores Faster than the tortoise; slower than the hare.
I finally looked at the OP article (:laugh:, I know) and it looks like Intel's main motivation for putting this together is to show that Direct3D not only improves performance but using a frame rate lock (like vsync) can translate that extra performance into power savings. That's kind of a "duh" advantage of Direct3D 12 but something that is easy to overlook.

We all know laptops outsell desktops by a wide margin, the bulk of those laptops have Intel integrated graphics, and that the number of people gaming on these non-gaming laptops is growing so, developers can expand their player base by transitioning to Direct3D 12 because it lowers the bar of hardware required to make games playable.


Edit: I tried to mimic what Intel did using vsync instead of the coded frame lock and I can't replicate their results in terms of power consumption. GPU activity was actually noticeably lower in Direct3D 11 than Direct3D 12 which doesn't make much sense considering D3D11 would start at about 50 fps and work up to 60 fps with vsync on.


Edit: OH! Mystery solved: BOINC was running!
D3D12: 234w, 60 fps
D3D11: 275w, <=60 fps
The power savings is coming from the CPU more so than the GPU! :eek:

vsync off:
D3D12: 299-324w, ~140 fps
D3D11: 275w, 57-60 fps
 
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Running multiple instance of this program shows how bad DX11 compared to DX12
1.PNG 2.PNG 3.PNG 4.PNG 5.PNG 6.PNG 7.PNG 8.PNG
 
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Oh god, this is why I love this forum sometimes, thanks for all the responses.

And yea, halfway through I was wondering how many had read the article by Intel covering this techdemo :D

Im going to try it on my Intel 530 drivers and report back:

Switching to DX11 (second half) makes my CPU fan rev up:

 
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FordGT90Concept

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Benchmark Scores Faster than the tortoise; slower than the hare.
Dang, 51 fps in DX11? Was it stable at 51? What does it do in DX12?
 
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