Both of these tests were pinpointing one particular aspect of the DX12 API - the ability to improve CPU throughput and efficiency with higher draw call counts and thus enabling higher frame rates on existing GPUs. Our adventure into the world of DirectX 12 and performance evaluation started with the 3DMark API Overhead Feature Test back in March and was followed by the release of the Ashes of the Singularity performance test in mid-August. ![]() When approached a couple of weeks ago by Microsoft with the opportunity to take an early look at an upcoming performance benchmark built on a DX12 game pending release later this year, I of course was excited for the opportunity.
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