Comparison Benchmark Receives Maser Shader Test for 3DMark DirectX 12

Comparison Benchmark Receives Maser Shader Test for 3DMark DirectX 12

3DMark has published a new feature test for its own benchmark suite, which complements the DirectX 12 mesh shader function and aims to measure performance enhancements. The Render API replaces the previously rigid vertex and geometry shades with a flexible pipeline: instead of counting individual triangles in a fixed sequence, the new pipeline works with parallel thread groups to generate a more compact mesh (mesh). is.

This enables game developers to program more efficient geometry pipelines that allow better levels of expansion (LOD) and better pullings. In the virtual world, players cannot see that objects are discarded at an early stage. This in turn frees computing power for other 3D calculations. The 3DMark test is intended to show what gamers can expect with performance 3D titles.

3DMark Call Support for Microsoft’s DirectX 12 Ultimate as a minimum requirement for a feature test. Radeon RX 6000 series aka “Big Navi” and Nvidia’s GeForce series include AMD’s graphics cards from RTX 2000 (Turing) and RTX 3000 (Ampere). The GTX 1600 series also needs to be able to handle lattice shades, as it simply lacks the ray tracing core for the DirectX 12 Ultimate. Intel’s upcoming Xe HPG GPU will also support mesh shades for gamers Chief architect Raja Koduri announced on Twitter.

To measure performance gains through mesh sheds, facility testing first provides a visual “classical” and then with an optimized geometry pipeline. 3DMark then calculates the difference in frame rate. The test scene has a large room with a lot of geometry in the form of columns – the rest of the graphics are kept very simple. In an interactive mode, users can also see which levels of the image are currently being expanded with which level.

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Mesh shader testing is part of the advanced and commercially paid 3DMark versions. It follows feature tests for Variable Rate Shading (VRS), which combines multiple pixels when calculating color gradation and for ray tracing.


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