3DMark is getting a full-featured DirectX 12 benchmark

Preeminent benchmarking tool 3DMark is getting a new game-like benchmark to test DirectX 12 performance soon, according to the Futuremark blog. The new test, titled "Time Spy," is a look back to older 3DMark benchmarks with an original soundtrack by Markus "Captain" Kaarlonen from Finnish rock band Poets of the Fall.

The renderer for the benchmark is all-new, and specifically designed to test the latest in DX12 technologies including Explicit Multi-Adapter mode and Asynchronous Compute. Futuremark says the new test also has a heavy emphasis on multi-threading. 3DMark is arguably the most popular gaming-style benchmark around, so it recieves significant optimization efforts from AMD, Nvidia, and even Intel. Futuremark says it had the assistance of the three companies above and Microsoft when developing Time Spy.

This is good news for hardware review sites like us, as it will give us another data point with which to compare the latest hardware on the latest API besides the somewhat-controversial Ashes of the Singularity benchmark—even if 3DMark is a purely synthetic test. Time Spy isn't available yet, but it's "coming soon" to all Windows 3DMark versions. In case you don't have 3DMark, it's actually on sale in the Steam Summer Sale for just five measly bucks.

Comments closed
    • Northtag
    • 3 years ago

    [url=https://www.youtube.com/watch?v=M7tsEpOi1y0<]I think I've seen this one before[/url<].

    • djayjp
    • 3 years ago

    Inception inspired track much lol

      • DarkUltra
      • 3 years ago

      yep time

      [url<]https://youtu.be/RxabLA7UQ9k[/url<]

    • swaaye
    • 3 years ago

    They should make a game out of this wild stuff.

    Is there anything from prior to 3DMark 05 in there? The music is 3DMark 2000 ish….

    • Ninjitsu
    • 3 years ago

    Benchmarks within a benchmark!

      • chuckula
      • 3 years ago

      InceptionBench!

    • Krogoth
    • 3 years ago

    >2016, using 3Dmark and being relevant.

    >georgecostanzacondescendingface.jpeg

    >2016

    >ISHYGDDT

      • Airmantharp
      • 3 years ago

      3DMark is only as relevant as it has ever been.

        • Krogoth
        • 3 years ago

        It has always been a tech demo and epenis benchmark.

        I’m kinda surprise that it is still afloat. I guess there’s still enough epenis types out there that want to justify their silly overclock setups and contests.

    • thudo
    • 3 years ago

    Anyone notice in the current 3dmark [latest] benchmark “API Overhead feature test” that when it goes from DX11 to DX12 the score differences are insane ( ~2.1 million for DX11 verses ~17.6 million for DX12). Tests were run @ 1920x1080p(16:9) full-screen. That’s an incredible leap in the scores so hoping to see similar results with this new added benchmark.

      • chuckula
      • 3 years ago

      You won’t.
      A microbenchmark that intentionally uses the old API the wrong way and the new API the right way to make synthetic calls in a tiny loop isn’t indicative of the real world.

        • thudo
        • 3 years ago

        Well, we’ll see won’t we considering we were promised incredible things with DX12. 🙂

        • xeridea
        • 3 years ago

        The benchmark isn’t intentionally using DX11 the wrong way, the point of it is to test API overhead, and that is the way to do it. You won’t get 9x better performance, they are showing there is 9x less overhead, and use of multiple cores. So there should be smoother, more predictable frames, and you won’t need a super high end CPU to brute force the inefficiency of DX11 API (you will benefit from the plethora of cores on newer CPUs though).

        Another thing is that this opens the door for some games that simply wouldn’t be possible on DX11 due to draw overhead. Developers try to group things to limit draw calls as much as possible, but many things would be a lot easier if you didn’t have the limitation. 10k draw calls/frame is a bit low for complex scenes.

          • thudo
          • 3 years ago

          Well wait.. with less overhead doesn’t the equate to far better performance ergo higher frames regardless? In other words, far better experience for the end user? Win-Win.

            • xeridea
            • 3 years ago

            There is a lot less API overhead, so it depends. It won’t make your GPU any faster (though in some cases things can be more optimized), but it makes it so the CPU is no longer a bottleneck for graphics. CPU still important for other things (like AI), but in general there should be a smoother experience.

            • LostCat
            • 3 years ago

            Unless, of course, your GPU supports async compute with DX11 didn’t do.

            • xeridea
            • 3 years ago

            Yeah, DX12/Vulkan are set up more like how modern GPU actually work, so things can be made more efficient. Multithreading , use of Async, better memory management etc can provide real benefits in many situations. The more complex the scene, the bigger the possible benefit. Many new types of visuals can be done that just weren’t possible in DX11 due to API limitations.

            Basically what I was saying is if you has 100% GPU utilization before, in many cases you won’t get a higher framerate (though there are likely to be a lot less studders). Depends on what the issue was though, many cases you could have 100% GPU utilization, but you hit an API limitation that caused you to have to do things suboptimally on the GPU. You can do more complex things you couldn’t do before, and if you were at all CPU bottlenecked before, you are pretty much guaranteed better performance.

        • travbrad
        • 3 years ago

        How can this be? DX12 is supposed to save us all and automatically make games run really smoothly (even though all the current DX12 games run like crap).

    • blahsaysblah
    • 3 years ago

    Does it give detailed analysis, how many frames took longer than X to render,…
    Or is it just the one number per test?

    Can you use it to see if any changes you make impact minimum frame rate and the like?

      • blahsaysblah
      • 3 years ago

      The steam page doesnt say anything. Not gonna buy it first.

      Just fluffy pictures.

    • tipoo
    • 3 years ago

    From the thumbnail, looks like they’re still going for the overly bloomy “GUYS HOW ELSE DO WE USE SHADERS” look. Which, I guess, uses hardware, but probably not in proportions similar to 2016 AAA games.

      • chuckula
      • 3 years ago

      [quote<]Which, I guess, uses hardware, but probably not in proportions similar to 2016 AAA games.[/quote<] Nonsense. I'm sure it's similar to AoTs on Crazy mode. The human eye and its inability to notice egregious computations is simply not up to snuff for modern gaming!

        • tipoo
        • 3 years ago

        I like my tessellation factors computing sub-atoms

          • BurntMyBacon
          • 3 years ago

          Are we talking about electrons, protons, and neutrons or are we going down to quarks?

            • tipoo
            • 3 years ago

            Strings, of course.

            • KeillRandor
            • 3 years ago

            *noodles

    • deruberhanyok
    • 3 years ago

    Thanks for the heads up – I hadn’t logged in to steam recently to check the sale, but I’ve been meaning to buy a copy of 3dmark for a while now.

    This ought to be a neat test.

    • chuckula
    • 3 years ago

    We wants a cross-platform Vulkan benchmark too.

      • BurntMyBacon
      • 3 years ago

      Would be nice, but what are the chances they’ll do it?

        • nanoflower
        • 3 years ago

        The Doom 4 Vulkan version is supposed to be out next week.

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