

The test path is in the video further above.Įach scenario was tested for 30 seconds identically, then repeated three times for parity, per setting, per card – that's a maximum of 9 to 12 test passes per device.įPS fluctuates heavily in the game. Tests were conducted in the Foundry, level 2. We performed some additional low-end GPU testing with “Medium” settings at 1080p. Resolution settings were configured to 1080p, 1440p, and 4K. Game settings were configured to "Ultra" with anti-aliasing set only to FXAA (no multi-tap).
Doom opengl 4.3 drivers#
The latest AMD drivers (16.7.2 with RX 480 power patch) were used for testing. Our thanks to supporting hardware vendors for supplying some of the test components. We tested using our updated 2015 Multi-GPU test bench, detailed in the table below. OpenGL performance measures FPS, frametimes, and scaling on the RX 480, GTX 1080, and GTX 970 SSC (overclocked). To really see the benefit of dx12, it's going to be more about doing that lower-level refactoring – then you'll be able to get some pretty interesting performance, even on some PCs that aren't quite as powerful.” You could probably do the same with Dx11, that's just brute force. It's easy to do the demo like Square Enix did with Final Fantasy, but that's just pushing raw poly – look at the rig it was on, look at the graphics cards it was on. I think, fundamentally, there is some definite work that has to happen on the low-level in all game engines to really push Dx12.
Doom opengl 4.3 code#
I haven't looked at the code recently, but that's what it was quite a while ago. "Even UE4, which is a bit newer than CryEngine – originally, the way it was structured, was very much along the CryEngine paradigm, with the same sort of delineation of threads.

"That's the fundamental, big work that we're embarking on, and I think that's something that is pretty fundamental to an engine, and they're not always constructed with that in mind. It assumes it's all rendered in the same space, area, et cetera, and so we need to compartmentalize that better and do better management of the individual resources so it's not one monolithic render pipeline. Part of that is a big task, because the renderer in CryEngine was pretty much built with the conception of one thread: a bunch of stuff gets put on the render pipeline, then it gets rendered-out. “There's been some jobification of CryEngine over the past few years, but we're taking it further because we know we're building for a high-end PC, so we have more threads available with more power than you typically do on a next-generation console. We spoke about this with Chris Roberts a while back, who offered up this relevant quote:

The new APIs are complex enough that developers must carefully implement them (Vulkan or Dx12) to best exploit the low-level access. The results in other Vulkan games, like the Talos Principle, will not necessarily mirror these. Note that, as with any game, Doom is indicative only of performance and scaling within Doom. This test is not meant to show if one video card is “better” than another (as our original Doom benchmark did), but is instead meant to show OpenGL → Vulkan scaling within a single card and architecture. The GTX 970 was thrown-in to see if there are noteworthy improvements for Vulkan when moving from Maxwell to Pascal. Our test passes look only at the RX 480, GTX 1080, and GTX 970, so we're strictly looking at scalability on the new Polaris and Pascal architectures.
Doom opengl 4.3 software#
Between the nVidia and AMD press events the last few months, we've seen id Software surface a few times to talk big about their Vulkan integration – but it's taken a while to finalize.Īs we're in the midst of GTX 1060 benchmarking and other ongoing hardware reviews, this article is being kept short. July 11 marks DOOM's introduction of the Vulkan API in addition to its existing OpenGL 4.3/4.5 programming interfaces. Benchmarking in Vulkan or Dx12 is still a bit of a pain in the NAS, but PresentMon makes it possible to conduct accurate FPS and frametime tests without reliance upon FRAPS.
