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Intel DX12 TechDemo - Asteroids

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I sold my Nano, and Im back on my Intel 530 graphics. Just learned today that Intel released a driver that supported Vulkan for 5xx and 6xx series.

While searching for more news, I came across this page:

https://software.intel.com/en-us/articles/asteroids-and-directx-12-performance-and-power-savings

Its Intels DX12 Techdemo

it links to a "code sample", but I have no idea how to go about creating a windows runnable version...

Anyone interested in compiling it and sharing it with others?

Code here: https://github.com/GameTechDev/asteroids_d3d12/
 

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I claim no ownership nor liability. Extract before running.

Requires Windows 10 64-bit. May require Visual C++ 2015 x64 redistributables (don't download/install unless it refuses to run...not that doing so will hurt anything).


Edit: Looking through the source, there are 50,000 asteroids, the window is hard coded to 1080x720, and the default scale is 96 dpi.

Command line arguments:
-close_after [seconds]
-nod3d11
-warp
-nod3d12
-indirect
-fullscreen
-window [width] [height]
-render_scale [value other than 1.0]
-locked _fps [framerate]

Keyboard Inputs:
Space: toggles animation (like pause in a game)
V: toggles vsync
M: toggles multithreaded rendering
I: toggles indirect rendering
S: toggles submit rendering
1: Direct3D 11
2: Direct3D 12
Escape: exit
Enter: toggle fullscreen (broken?)

Mouse Inputs:
Wheel: zoom
Left: grab and rotate
 

Attachments

  • asteroids_d3d12.zip
    1.9 MB · Views: 651
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I claim no ownership...

Requires Windows 10 64-bit. May require Visual C++ 2015 x64 redistributables (don't download/install unless it refuses to run)'] (don't download/install unless it refuses to run).

Downloaded, but it doesnt work. It just closes with the "has stopped working" window. Any ideas? Also the size is just 1mb, is that right?
 

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Program needed the DDS texture files which are now provided in the ZIP. Extract before running.
 
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Is it capped to 60fps?
wasd.png
 
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It is about 145~ on my R9 390 with a few 130-160 being the range. I'm surprised it doesn't capture the min, max, and average.

Edit: Can't make it run on my R7 360 (always uses R9 390).


I just realized you can click and drag around inside the window. The framerate like...doesn't change. Impressive. You can also click on Direct3D 12 in the corner to see how pathetic Direct3D 11 is in real time.


Mind blown.
 
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I get 430fps @4K Fullscreen
 

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I'm not sure how it handles resolution but performance seems to be unaffected by window size. The closer the asteroids are to the viewpoint, the lower the framerate.
 
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On my Laptop Screenshot (4).png

:eek: I had VSYNC ON :wtf:
 
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Is DX12 unaffected by V sync setting? Well to be fair there was minimal affect because with V Sync turned off FPS went up by 10 frames but I'm confused. Oh yeah my LCD is 60 hertz.

EDIT Oh well no body has an answer so I'm downloading another DX12 demo to test. Its 1GB so it will be a minute. I hope this is not the issue cuz my laptop will cry about it!
 
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Is DX12 unaffected by V sync setting? Well to be fair there was minimal affect because with V Sync turned off FPS went up by 10 frames but I'm confused. Oh yeah my LCD is 60 hertz.

EDIT Oh well no body has an answer so I'm downloading another DX12 demo to test. Its 1GB so it will be a minute. I hope this is not the issue cuz my laptop will cry about it!
It doesn't have options like that so the only way you're going to see vsync is if you have it set in your drivers to force vsync on it.
 
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Is DX12 unaffected by V sync setting? Well to be fair there was minimal affect because with V Sync turned off FPS went up by 10 frames but I'm confused. Oh yeah my LCD is 60 hertz.

EDIT Oh well no body has an answer so I'm downloading another DX12 demo to test. Its 1GB so it will be a minute. I hope this is not the issue cuz my laptop will cry about it!
Well I ran that demo but FPS were right around 60 on or off so Im still in the need to know.

It doesn't have options like that so the only way you're going to see vsync and the like is if you have it set in your drivers to force vsync on it.

I did have Vsync on in the Nvidia CP ....And I have never seen this issue on this laptop B4. All my other stuff responds to Vsync in the CP.
 

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Try moving the perspective up to the top (click and drag) and zooming out (mouse wheel). You should see the frame rate at least double. If it still stays at 60 then something is still limiting it.
 
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It doesn't have options like that so the only way you're going to see vsync and the like is if you have it set in your drivers to force vsync on it.

Try moving the perspective up to the top (click and drag) and zooming out (mouse wheel). You should see the frame rate at least double. If it still stays at 60 then something is still limiting it.
What saying is in the screan shot I posted above with the purple over lay had Vsync on and was running at 179FPS. Should have been 60FPS.
 
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In DX11: lower framerate (about half of DX12 framerate), higher CPU utilization (and mostly single threaded), and less GPU utilization (because of higher CPU and/or API bottleneck?)
wasd.png
 

CAPSLOCKSTUCK

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Please use my cores and threads. (like what dx12 is supposed to)

dx12.PNG
 

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What saying is in the screan shot I posted above with the purple over lay had Vsync on and was running at 179FPS. Should have been 60FPS.
Oh, so it is ignoring/overriding the vsync setting? My guess is you'd have to make a custom ATI profile for the app because it's not something the drivers have ever seen before. That said, I'm no expert in such matter because I never use any of the options in Radeon Settings because, if there's a problem, I just change it in the application itself.
 
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Oh, so it is ignoring/overriding the vsync setting? My guess is you'd have to make a custom ATI profile for the app because it's not something the drivers have ever seen before. That said, I'm no expert in such matter because I never use any of the options in Radeon Settings because, if there's a problem, I just change it in the application itself.
This on my laptop it is a GTX960m.....I did have vsync on in the Nvidia CP...Tested a buch of time on and off and no difference stays up and around 180FPS on or off.
 

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This on my laptop it is a GTX960m.....I did have vsync on in the Nvidia CP
Can you create a custom profile for the executable? Or are those settings broken in D3D12 applications? I don't know. I guess I'd consider that a bug Intel would have to fix if this were professional software they were looking to sell.

Please use my cores and threads. (like what dx12 is supposed to
Edit: This is not a CPU-bottlenecked test. CPU usage is more or less the same in both modes. D3D11 is maybe a few percent higher but that would have zero impact on framerate.
 

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It is? It spread the load out over multiple cores. In D3D11, you're more likely to run in a situation where one core hits 100% and frame rate hits a cap. The cap in your case is clearly the GPU and that was the intent of D3D12/Vulkan.

gotcha.........i was hoping for 100% on CPU as well.....:mad:
 
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Well I hope that's not the way DX12 is suppose to work. Because then people who want to cap at 60FPS to keep their GPU heat in check will be very disappointed.
 

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Any one tried it with distinctly different GPU's ie a Fury and a 280x just to see if "That Multi GPU DX12 promise works"
 

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Motherboard MSI B550 Gaming Plus
Cooling Scythe Mugen (rev 5)
Memory 2 x Kingston HyperX DDR4-3200 32 GiB
Video Card(s) AMD Radeon RX 7900 XT
Storage Samsung 980 Pro, Seagate Exos X20 TB 7200 RPM
Display(s) Nixeus NX-EDG274K (3840x2160@144 DP) + Samsung SyncMaster 906BW (1440x900@60 HDMI-DVI)
Case Coolermaster HAF 932 w/ USB 3.0 5.25" bay + USB 3.2 (A+C) 3.5" bay
Audio Device(s) Realtek ALC1150, Micca OriGen+
Power Supply Enermax Platimax 850w
Mouse Nixeus REVEL-X
Keyboard Tesoro Excalibur
Software Windows 10 Home 64-bit
Benchmark Scores Faster than the tortoise; slower than the hare.
Well I hope that's not the way DX12 is suppose to work. Because then people who want to cap at 60FPS to keep their GPU heat in check will be very disappointed.
This is a benchmark/tech demo. Vsync shouldn't be on.


Here's a screenshot of D3D12 vs D3D11.


D3D12 loads all the cores pretty evenly. D3D11 has clear core preferences. You can see on the graph to the left that D3D12 GPU load overall is slightly lower than D3D11 as well.
 
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