Comparison benchmark 3dmark gets mesh shader test for directx 12

Comparison benchmark 3dmark gets mesh shader test for directx 12

3DMark publishes a new feature test for its own benchmark suite who masters the DirectX 12 function Mesh Shader and measure their performance growth. The Render API replaces the soil-rigid vertex and geometry shaders through a flexible pipeline: Instead of calculating individual triangles in a fixed sequence, the new pipeline works with parallel thread groups to generate more compact meshes (meshes).

Game developers can thus program a more efficient geometry pipeline that allows finer gradations at the level of detail (LOD) and better cullling. In the process, objects are discarded, the players in the virtual world do not see. The in turn blows computing power for other 3D calculations. The 3DMark test should show what power increase players can expect in about 3D titles.

Geforce RTX, Radeon RX 6000, Intel XE HPG

3DMark calls a support for Microsoft’s DirectX 12 Ultimate as a minimum requirement for the Feature Test. At the same time, AMD’s graphics cards of the Radeon RX 6000 series are Alias "Big Navi" and nvidias GeForce series RTX 2000 (Turing) and RTX 3000 (Ampere). The GTX 1600 series should also deal with mesh-shades, because you only miss the rayTracing cores for DirectX 12 Ultimate. Intel’s upcoming XE-HPG-GPU for players will also support mesh-shader, such as chef architect Raja Koduri wound on Twitter.

To measure the performance gain through Mesh Shader, the feature test ranges a scene first "classic" and beating with the optimized geometry pipeline. Following 3DMark expects the difference in the frame rates. The test scene contains a coarse room with plenty of geometry in the form soule – the remaining graphic is kept very simple. Over an interactive mode, users can also see which image parts are rendered with which degree of detail.

The mesh-shader test is part of the paid 3DMark versions Advanced and Professional. It follows on the feature tests for variable rate shading (VRS), which summarizes multiple pixels in the calculation of color gradations, and for RayTracing.

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