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Vulkan vs directx 11
Vulkan vs directx 11










  1. #Vulkan vs directx 11 drivers#
  2. #Vulkan vs directx 11 driver#
  3. #Vulkan vs directx 11 software#

We disable brand-supported technologies in games, like The Witcher 3's HairWorks and HBAO. All games were run at presets defined in their respective charts. Game settings were manually controlled for the DUT.

#Vulkan vs directx 11 drivers#

NVidia's 356.39 Vulkan beta drivers were used for testing.

vulkan vs directx 11

The latest AMD drivers ( Beta 4) were used for testing.

vulkan vs directx 11

Our thanks to supporting hardware vendors for supplying some of the test components.

vulkan vs directx 11

We tested using our X99 test bench, detailed in the table below. DirectX 12 and Vulkan should both aid low-end and mid-range CPUs more directly than the GPU, in most scenarios, by sending draw call processing to the parallel processors on the GPU.įor now, we've got an initial look at Vulkan benchmark / FPS performance using The Talos Principle's benchmark tool. As Vulkan receives its updates from Croteam and the IHVs, we'll begin benchmarking lower-end CPUs (Core i3, for instance) to determine the impact from off-loaded draw calls. The results below are from limited scenario runs where we tested only two hardware configurations, both running the 5930K CPU. As of now, performance will be lower than DirectX 11 – but updates to drivers and the game should eventually force a switch-over, something we're all too excited to plot as IHVs and ISVs roll-out those updates. Our benchmarks then will serve as an interesting means to plot the historic progression of the Vulkan API's performance. But please be patient: in time, after optimizations are done, Vulkan will be faster, I'm sure.”

#Vulkan vs directx 11 driver#

:( This is a beta phase, and there's still work to be done from our (Croteam) side and IHVs from driver side. “Q: Then I can expect some great benchmark results?Ī: Not so fast! Sorry. The team expects the same to happen with Vulkan, noting in its FAQ: As the Talos Principle team has indicated, Dx9 performance used to outrank Dx11 performance within the game, but later optimizations resolved and switched that performance. The inclusion of the API is presently in early stages. The Talos Principle has not fully optimized its Vulkan integration.

#Vulkan vs directx 11 software#

Testing used an R9 390X, GTX 980 Ti, and i7-5930K we hope to add low-end CPUs to determine the true advantage of low-level APIs, but are waiting until the driver set and software further iterate on Vulkan integration.

vulkan vs directx 11

DirectX 11 (D3D11) benchmarks in the Talos Principle to determine which API is presently 'best.' There's a giant disclaimer here, though, and we've dedicated an entire section of the article to that (see: “Read This First!”). In a previous interview with Star Citizen's Chris Roberts, we talked about some of the developer side of Vulkan & DirectX 12 programming, learning that it's not as easy as just 'throwing an API call' switch.įor this benchmark, we ran Vulkan vs. The phrase “closer to the metal” applies to Mantle, Vulkan, and DirectX 12 in similar capacities these APIs bypass overhead created by DirectX 11 and more directly tune for GPU hardware, off-loading parallelized tasks from the CPU and to the GPU. “OpenGL Next” became Vulkan, which consumed parts of AMD's Mantle API in its move toward accommodating developers with lower-level access to hardware. NVidia and AMD had a bit of a back-and-forth with day-one Vulkan announcements, with nVidia taking a few shots at AMD's beta driver launch.












Vulkan vs directx 11